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TroyT

Help with "Healing" Action with object

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I'm making a craftable first-aid chest for our Exile servers but am having troubles with the Heal_Player action.  I'm pretty sure that it's something missing in my model.cfg.  Any insight here would be appreciated.

 

model.cfg:
 

 
 
 
 
Spoiler

class cfgSkeletons
{
    class Default
    {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {};
    };

    class BSF_MedChest_Skeleton: Default
    {
        skeletonInherit="Default";
        skeletonBones[]= {"heal_action",""};
    };
};

class CfgModels
{
    class Default
    {
         sectionsInherit = "";
         sections[] = {};
         skeletonName = "";
    };
    
    class BSF_MedChest: Default
    {
        sections[] = {"heal_action"};
        skeletonName="BSF_MedChest_Skeleton";
        class Animations {
                type="direct";
                source="user";
                selection="heal_action";
        };
    };
};

 

config.cpp:
 

 
 
 
 
Spoiler

    class BSF_MedChest: Exile_Container_Abstract
    {
        scope=2;
        model="\BSF_Community_Addon\addons\bsf_buildings\BSF_MedChest\BSF_MedChest.p3d";
        displayName="Medicine Chest";
        maximumLoad=1000;
        armor=1000;
        simulation="house";
        exileRequiresSimulation=1;
        class UserActions
        {
            class heal_player
            {
                displayName="Heal thyself!";
                displayNameDefault="<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\bandage_ca.paa' size='2.5' />";
                priority=6;
                radius=1;
                position="heal_action";
                showWindow=1;
                hideOnUse=1; 
                condition=true;
                statement="player setDamage 0;";
            };
        };
    };    

 

I have a "heal_action" named selection memory point in the model.  I've played with selections in the geometry, res, and fire Geometry LODs to see if that mattered (does it?).

 

 

BSF_Medchest.png

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<bump>
 

I'm revisiting this and am really hoping someone can point me in the right direction.

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why not just make a normal action on the whole box? instead of trying to make a specific interaction point on the box?

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Thanks for the reply.

 

I'd be fine with that.  The only reason that I was trying to use an interaction point was that I thought that was how it had to be done.  How would I do that? 

 

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Example:

class UserActions {
  class arsenal {
    displayName = "Arsenal";
    priority = 3;
    radius = 20;
    position = "camera";
    showWindow = 0;
    hideOnUse = 1;
    onlyForPlayer = 1;
    condition = "true";
    statement = "[player, player, true] call ace_arsenal_fnc_openBox;";
  };
};

I guess you just use "camera" as position.

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