RyanTurner 23 Posted August 28, 2019 Decent at Procedural Programming, but when it's get to OOP I get lost. But a simple pair of questions if anyone could help. -Wanted to do while my squad it's safe or aware (or anything but combat, this being the "behaviour") they are automatic healed, and if they do suffer "lethal"/ or "terminal" (death) damage they wouldn't die; -While In combat if they get "killed" to heal them, play an wounded animation, immune to damage and stay surrendered (As the status, _WhoEverAiGotShot setCaptive true;); -When the combat ("behaviour") ends they would stop the animation, be non-immune and back on their feet; // init.sqf 0 = [] spawn { while {true}do { waitUntil{behaviour Player == "AWARE"}; hintSilent(behaviour Player); sleep 0.5; {_x setDamage 0} foreach units group Player; waitUntil{behaviour Player == "COMBAT"}; hintSilent(behaviour Player); sleep 0.5 }; }; This so far what I got, i don't know how to check Player's Group instead of Player behaviour, or Player's Group always the same as their members? I only got working the healing, while "AWARE" they are getting heal every second, I don't want someone to do it for me, Just to give some help to get it in my own way. Quote Give a man a fish, and he will be hungry again to-morrow; teach him to catch a fish, and he will be richer all his life. Thanks for reading ^^ -Ryan 1 Share this post Link to post Share on other sites
wogz187 1085 Posted August 28, 2019 (edited) @RyanTurner, I think this will work for you, init.sqf, fnc_playerBEHAVE = { _behave = behaviour player; systemChat format ["%1", _behave]; }; And this when you need to call it, []call fnc_playerBEHAVE; Have fun! Edited August 28, 2019 by wogz187 or at least it's some kind of net. Share this post Link to post Share on other sites
RyanTurner 23 Posted August 28, 2019 @wogz187 hintSilent(behaviour Player); Does the same as the function you mentioned, the behaviour question was it possible to check the Squad/Group's Behaviour, or is the Squad/Groups's Behaviour = To the Group Leader (this case the Player); 1 Share this post Link to post Share on other sites
wogz187 1085 Posted August 28, 2019 @RyanTurner, Quote hintSilent(behaviour Player); That's good to know. I don't have the answer to your question (I assume yes but... ArmA 3, you know), fnc_playerBEHAVE = { _behave = behaviour player; _behaveG = behaviour group player; systemChat format ["%1", _behave]; systemChat format ["%1", _behaveG]; }; will this help determine the answer? Share this post Link to post Share on other sites
RyanTurner 23 Posted August 28, 2019 @wogz187 behaviour group player; behaviour group player; Will give you an error since the parameters are just "behaviour unitName" , but thanks still I tried it for a few hours yesterday. Share this post Link to post Share on other sites
wogz187 1085 Posted August 28, 2019 @RyanTurnerMadrussian says: Quote "Although setBehaviour can be called on an individual unit, the entire group will be affected." Check out what @pierremgi said here. The behaviour of a unit should be the same as that unit's group behaviour. Share this post Link to post Share on other sites