Weapon-Fetish 26 Posted November 6, 2018 (edited) Hi all sorry im again :D I would Give a unit a init over this trigger below when he join my group. The Condition of the trigger are : ({alive _x} count units mygroup) < 2 And in on Activation i would give the group member this in the init : dummy = [this, units (group this)] execVM "automedic.sqf"; This is for a script that force ACE 3 Ais to revive me . I know i can normally set :dummy = this ............. in the init field of my group member BUT the group member existing not before , i recuit them with the Ravage recuit script and want to give them the init when he joining me. Its that possible to make that over this Way ? I only found ways to spawn units with a init but nothing over joing player goup . Tanks again for Reading and hopfully try to help me ! :) Edited November 6, 2018 by Weapon-Fetish Share this post Link to post Share on other sites
Grumpy Old Man 3540 Posted November 6, 2018 1 hour ago, Weapon-Fetish said: Hi all sorry im again :D I would Give a unit a init over this trigger below when he join my group. The Condition of the trigger are : ({alive _x} count units mygroup) < 2 And in on Activation i would give the group member this in the init : dummy = [this, units (group this)] execVM "automedic.sqf"; This is for a script that force ACE 3 Ais to revive me . I know i can normally set :dummy = this ............. in the init field of my group member BUT the group member existing not before , i recuit them with the Ravage recuit script and want to give them the init when he joining me. Its that possible to make that over this Way ? I only found ways to spawn units with a init but nothing over joing player goup . Tanks again for Reading and hopfully try to help me ! :) You can run a small loop to check for new members and run the automedic script on them once, like this: //initPlayerLocal.sqf _automedic = [] spawn { TAG_fnc_addAutoMedic = true; while {TAG_fnc_addAutoMedic} do { _toHandle = units player select {!(_x getVariable ["TAG_fnc_isAutoMedic",false])};//will select units that are not already automedics { [_x, units player] execVM "automedic.sqf";//turn unit into autoMedic _x setVariable ["TAG_fnc_isAutoMedic",true];//set a flag to mark the unit as autoMedic so it will only be added once } forEach _toHandle; sleep 5; }; }; This will add the automedic to all units that aren't already designated automedics, every 5 seconds. If you want to stop the loop from adding automedic functionality simply set TAG_fnc_addAutoMedic to false. Cheers 1 Share this post Link to post Share on other sites
Weapon-Fetish 26 Posted November 6, 2018 Wow Thx man ! But i have a question to this, how can i exclude a player (me ) this automedic script hard force the heal /revive procces ,so when im the automedic and i go uncounces ,its heal myself and can't really die . its a script issue but for squad member works it good so i dont have to delete ace medic und use AIS revive for this . Share this post Link to post Share on other sites
Grumpy Old Man 3540 Posted November 6, 2018 Replace this line: _toHandle = units player select {!(_x getVariable ["TAG_fnc_isAutoMedic",false])}; with this: _toHandle = units player select {!(_x getVariable ["TAG_fnc_isAutoMedic",false]) AND !isPlayer _x}; Cheers 1 Share this post Link to post Share on other sites
Weapon-Fetish 26 Posted November 6, 2018 53 minutes ago, Grumpy Old Man said: Replace this line: _toHandle = units player select {!(_x getVariable ["TAG_fnc_isAutoMedic",false])}; with this: _toHandle = units player select {!(_x getVariable ["TAG_fnc_isAutoMedic",false]) AND !isPlayer _x}; Cheers And again Thank you Grumpy !! 1 Share this post Link to post Share on other sites