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galzohar

Disabling medics

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I want to add a description.ext option to disable all kinds of healing. That is, remove the modules, and disable the corpsman's "heal" action (which I don't know how to do). Any ideas how to do this if it's even possible? Will deleting the moduls be enough? How do I remove the medic's "heal" action ability?

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Because I want it to be an option, not totally disable it. I could make different missions but that would be... Uncomfortable (for the user).

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Not possible to disable the standard heal.

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You can use Norrin's revive script to make it available to certain units or not. Very easily modified, but I don't know how you'd make that into an admin option, which I think is what you're getting at. Ask Norrin if it fits what you want - and get him to post in this forum if he has an answer ;)

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Doesn't the revive script turn dead people into reviveable bodies? I'd rather stick with the default game healing, it is already allowing you to take too much beating and still get back in the action.

If the action can't be disabled via script, then I will either have to find a way to change the medic's class via a script or simply make a separate version of the mission.

If I know how to do something with a script, then making it happen based on an admin option is easy.

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I'm still confused as to why you want the "Corpsman" class to be an option, yet you don't want to let them actually do anything the "Corpsman" is supposed to do. Unless you're using the Force Recon medic, it sounds like you're gimping someone ability/inventory wise for no reason? I guess I don't get it.

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The idea is that the admin can easily choose realism/difficulty:

1. Have medics and first aid modules.

2. Not have medic abilities and not have first aid modules.

So when the second option is selected, the script needs to disable it or replace the class with another one.

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Because I want it to be an option, not totally disable it. I could make different missions but that would be... Uncomfortable (for the user).

What would happen if you made the presence of medics depend on the selected options? I don't know if that's possible and what the consequences would be, just a thought.

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I don't know if that's possible and what the consequences would be, just a thought.

It is and

yeah agree...Just make that option to the mission selection:

1. Medic Module - First aid module enabled + Corpsman Available

2. Standard Medics - Corpsman available

3. No medics available - No Corpsman available, just replace them with standard rifleman

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Playable units will always appear regardless of condition of presence or probability of presence.

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Playable units will always appear regardless of condition of presence or probability of presence.

Not completely true. You may deleteVehicle any unit manually, as long as a human player is not playing the unit in question. If a human controls the unit, deleteVehicle will do nothing.

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Not completely true. You may deleteVehicle any unit manually, as long as a human player is not playing the unit in question. If a human controls the unit, deleteVehicle will do nothing.

Which is exactly why I can't do that either.

I thought there would be a way to respawn a player/AI as a different class though on mission initialization?

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I thought there would be a way to respawn a player/AI as a different class though on mission initialization?

I swear I read that the other day too, which was what my idea for this would be, but I couldn't' find it again so didn't post. :)

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If you can't alter the presence of medics, would it work to just setDammage 1 for them at the start? (and make it clear that those medics aren't available for that setup option)

That would be a crude method, though.

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Yeah, very crude. Would very much like a different solution.

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