Black_Ice931 5 Posted August 3, 2019 Hello everyone, I am trying to create my own training mission for the advanced medic with ACE and most of the times I spawn an NPC this guy dies. This is the code I am using: 'B_Survivor_F' createUnit [getMarkerPos "PatientSpawn_01", _grp,'tizio1=this; dostop tizio1']; [tizio1, selectRandom[0.3,0.5,0.7,0.9], "leg_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [tizio1, selectRandom[0.3,0.5,0.7,0.9], "leg_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [tizio1, selectRandom[0.3,0.5,0.7,0.9], "body", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [tizio1, selectRandom[0.3,0.5,0.7,0.9], "head", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [tizio1, selectRandom[0.3,0.5,0.7,0.9], "hand_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [tizio1, selectRandom[0.3,0.5,0.7,0.9], "hand_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; How can I avoid the NPC to die instantly? I would prefer it to faint, for example.. Thank you. Share this post Link to post Share on other sites
3l0ckad3 17 Posted August 13, 2019 Don't quote me, but I do believe there is options within ace to have the uncon state run on them too, I tried it a while back. I just didn't find a use for it on a mission level as it was kinda taxing, but dig through the options.. My issue was different than yours, I couldn't kill them if I remember right, they had to bleed out. Share this post Link to post Share on other sites