omri2050 197 Posted June 10, 2021 Hey guys I had some S.W.A.T like missions in the past with hostages, but I knew something is missing So I created a composition of 2 civs injured with ACE medical system and also prevented the AI from healing itself, so the players actually need to heal them. This is the composition https://steamcommunity.com/sharedfiles/filedetails/?id=2512673636 So: To prevent AI from treating itself, paste this into his init field this setVariable ["ace_medical_ai_lastFired", 9999999]; And in order to apply ACE injury to him, check this ACE function with it's arguments this is an example: this = Your unit [this, 0.5, "body", "stab"] call ace_medical_fnc_addDamageToUnit; Those are the arguments to play with: * Arguments: * 0: The Unit <OBJECT> * 1: Damage to Add <NUMBER> * 2: Body part ("Head", "Body", "LeftArm", "RightArm", "LeftLeg", "RightLeg") <STRING> * 3: Projectile Type <STRING> * 4: Source <OBJECT> * 5: Non-directional damage source array (Optional) <ARRAY> * * Return Value: * Successful <BOOL> * * Example: * [player, 0.8, "rightleg", "bullet"] call ace_medical_fnc_addDamageToUnit * [cursorTarget, 1, "body", "stab", player] call ace_medical_fnc_addDamageToUnit And I made a short video about it, Enjoy! 2 Share this post Link to post Share on other sites
TechnoTroglodyte 1 Posted May 21, 2023 I'm trying to do something similar but at a slower pace. Is there anything to stop the deterioration of the unit once injured, sort of like, damage them then pause where thier damaged state is and stop further blood loss etc? Share this post Link to post Share on other sites