scottb613 284 Posted October 28 Hi Folks, I'm not sure if this only affects SOG - however - when the player is injured - often applying a First Aid Kit (FAK) doesn't heal you all the way. Since the damage is < 25% you can't use another FAK to heal that last little bit - you're left listening to your player chronically gasp and moan from the injury - hence the Catch 22. This script - heals that last 25% and only the last 25% so you no longer need to listen to the moans and groans. I had started to put the "treating self" animation in - but if you just got done doing that with a FAK - I thought it better not to do it again. It's intended use is via the addAction menu. // GIVEN: Displays "HEALTHY" when player health is 100%. // GIVEN: Heals player fully if damage is less than or equal to 25% - after First Aid Kit use. // GIVEN: Displays "---TREATING---" during the healing process. // GIVEN: Displays "HEALTH TOO LOW" when player health is below 75%. FULL SCRIPT: Spoiler /////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////// // FILE NAME: SCOhealSelf.sqf // ARGS: None (The script operates based on the player's health status). // AUTHOR: Scottb613 // OVERVIEW: Handles player self-healing based on current damage status. If health is above 75%, // the script heals the player to full health and provides appropriate visual feedback. // If health is lower than 75%, it displays a warning message to indicate critical health. // REQUIRES: None. Script is self-contained and only requires execution on the player. // SUGGESTION: Add this to an "initPlayer.sqf" script: // this addAction ["<t color='#00FFFF'>Heal Self</t>", "SCOhealSelf.sqf", "nil", 1.5, true, true, "", "true", 3]; // NOTE: Tested in SP only. // GIVEN: Displays "HEALTHY" when player health is 100%. // GIVEN: Heals player fully if damage is below or equal to 25% after First Aid Kit use. // GIVEN: Displays "---TREATING---" during the healing process. // GIVEN: Displays "HEALTH TOO LOW" when player health is below 75%. // DISCLAIMER: This script only handles health status and self-healing; it does not affect weapons, animations, // or other player attributes beyond health restoration. /////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////// private _bye = 0; private _hpDam = damage player; // Display "All Good" if player's health is at 100% if (_hpDam == 0) then { hint parseText "<t size='1.25' color='#98FB98'>HEALTHY</t>"; // Pastel green for 'All Good' _bye = 1; }; if (_bye == 1) exitWith {}; // Test to see if player damage is 75% or better - post First Aid Kit use if (_hpDam <= 0.25) then { player setDamage 0; hint parseText "<t size='1.25' color='#ADD8E6'>---TREATING---</t>"; // Pastel blue for 'Healed' //[player, "KNEEL_TREAT"] call BIS_fnc_ambientAnim; sleep 5; // Adjust the delay as needed //player call BIS_fnc_ambientAnim__terminate; hint parseText "<t size='1.25' color='#98FB98'>HEALTHY</t>"; // Pastel green for 'All Good' _bye = 1; }; if (_bye == 1) exitWith {}; // Display message if player's health is above 25% but not fully healed if (_hpDam > 0.25) then { hint parseText format ["<t size='1.25' color='#FFB6C1'>HEALTH TOO LOW</t>"]; // Pastel red for 'Health - TOO LOW' }; Regards, Scott 1 1 Share this post Link to post Share on other sites
major-stiffy 279 Posted October 29 I love it. Does it work in MP hosted? 1 Share this post Link to post Share on other sites
scottb613 284 Posted October 29 40 minutes ago, major-stiffy said: I love it. Does it work in MP hosted? Hi... Thanks. 😊 I've never played multiplayer - but all the variables are private - I would think it would probably work - it's a pretty simple script. Regards, Scott 1 Share this post Link to post Share on other sites