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Romanze

Stopping Bleeding Out

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I set up a test mission where I let an AI shoot me until I am incapacitated, triggering the revive system.

I used:

_yo = lifeState player;

hint _yo; //returns "INCAPACITATED".

So then I run:

player setUnconscious false;

player setDamage 0;

My guy gets up and I run:

_yo = lifeState player;

hint _yo; //returns "HEALTHY".

Only problem is the bleed out effect is still on and it goes until I bleed out. Is there a function to stop this?

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//#include "a3\functions_f_mp_mark\revive\defines.inc"
//[ VAR_TRANSFER_STATE, STATE_REVIVED, player ] call BIS_fnc_reviveOnState;
[ "#rev", 1, player ] call BIS_fnc_reviveOnState;

I think that should handle it all for you, both setting damage to 0 and changing unconscious state, plus everything that is needed for the revive system.

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2 hours ago, Larrow said:

//#include "a3\functions_f_mp_mark\revive\defines.inc"
//[ VAR_TRANSFER_STATE, STATE_REVIVED, player ] call BIS_fnc_reviveOnState;
[ "#rev", 1, player ] call BIS_fnc_reviveOnState;

I think that should handle it all for you, both setting damage to 0 and changing unconscious state, plus everything that is needed for the revive system.

Not so documented in BIKI...

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On 12/22/2017 at 6:18 PM, pierremgi said:

Not so documented in BIKI...

There are a few things I have been wanting to put on the wiki recently, but every time I go there my IP is flagged due to spam bots (even though the flagged IP does not match my current IP :shrug: ). I have PM @Dwarden, hopefully in the new year I can update some of the stuff that is missing, along with recent commands/functions that have yet to be added from the latest patches.

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3 minutes ago, Larrow said:

There are a few things I have been wanting to put on the wiki recently, but every time I go there my IP is flagged due to spam bots (even though the flagged IP does not match my current IP :shrug: ). I have PM @Dwarden, hopefully in the new year I can update some of the stuff that is missing, along with recent commands/functions that have yet to be added from the latest patches.

Same for me. He answered me it's a "bug". Probably corrected soon.

Have a good time and a Merry Christmas.

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1 minute ago, pierremgi said:

Have a good time and a Merry Christmas.

And to all, Hope you all have a Very Merry Christmas and a Happy New Year.

 

Everyone better go to bed, Santa wont deliver your presents as your naughty for staying up so late :wink_o: (but,but.. finishing that last script is no excuse).

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On 22/12/2017 at 4:45 PM, Larrow said:

//#include "a3\functions_f_mp_mark\revive\defines.inc"

//[ VAR_TRANSFER_STATE, STATE_REVIVED, player ] call BIS_fnc_reviveOnState;

[ "#rev", 1, player ] call BIS_fnc_reviveOnState;

 

It's perfect ! Thank you very much Larrow.

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