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WMike20052

How do you get injured in Editor missions? Have squad heal?

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I remember i played campaign mission in demo and i got shot and fell to the floor. I wasnt dead a comrade came over and healed me up.

In editor is there anyway to have this happen?

I tried the First Aid modules but i guess im not doing it rite/

How do you set up the modules so guys fall down injured and get healed instead of just outright dieing?

Thx

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Which module should i use?

The action or the simulation one?

Doesnt seem to get any effect on either though?

Do i just sync the module to my character and thats its?

Do i have to put something in the init field or something?

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It's similar to the Ambient Civilian or Warfare module if you're familiar with that at all. Note that I don't have too much experience with modules.

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Which module should i use?

The action or the simulation one?

Doesnt seem to get any effect on either though?

Do i just sync the module to my character and thats its?

Do i have to put something in the init field or something?

Have all three, AFAIK the battlefield clearence refers to being able to carry the men about when they are wounded, the simulation adds the healing wounded guys and i have no idea what the action one does but like i said add all three then sync them to your player and it should be fine.

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Vader voice on/ I find the lack of information about the modules disturbing. /Vadervoice off

I really think Bi should make a proper documentation about how the modules work. The modules was supposed to be one of the new great features in Arma2 but if you dont know how to use them properly...

I know about the biki but the information is kind of short.

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Vader voice on/ I find the lack of information about the modules disturbing. /Vadervoice off

I really think Bi should make a proper documentation about how the modules work. The modules was supposed to be one of the new great features in Arma2 but if you dont know how to use them properly...

I know about the biki but the information is kind of short.

This.

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Simulation effects your players ability to act.

He is wounded, bleeding, unable to aim or generally operate in a coherent manner.

The degree of which is measured by the seriousness of the wound inflicted ...

I believe :popup:

I have put all three of them in my (soon to be released mission) and it works as it should.

They seem to link to each other in some fashion.

What I would like some clarification on is ...Do I need to add add a First Aid Module for each side : US/RU/ or Local Resistance,or can I link a single module to all, without creating conflicts between, who is capable to help/heal/drag/carry ?

Anyhow there is an entry in the Wiki thing reference.

Thanks.

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The wiki entry states clearly that you shouldn't use the "Action" module along with the "Simulation" module as it's redundant and can cause problems. I didn't notice any problems with all 3, but with just Simulation and Battlefield Clearance I didn't notice any difference either.

They're described well on the wiki page so I won't repeat that. I don't think there's any issues with using a single module synced to as many groups as you like. Personally I use multiple modules synced to nearby groups, just so I don't have sync lines running all over the map.

I've never seen AI dragging or carrying others, so I think the Battlefield Clearance is only really useful to sync with groups that have playable units in them. I think the same goes for Action (if you're not using the full Simulation module), although possibly this would give all AI units it's synced with the ability to heal rather than just medics.

The Simulation module is good to sync with AI-only groups if you want them to write about in agony rather than merely dying. I have mixed feelings; it adds realism but it also seems to require a heck of a lot more bullets to kill people.

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