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goliath86

Medevac Module

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I keep getting a message that says the heli blew up. I'm using the logic and I've placed it many different places. And if I just use the module the chopper never comes. I've waited 10min in real life. I think something I'm using in my mission is breaking it.

This is one of the problems that I was having. Im having to redo all the mission and I hope it will work then :(

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hi guys!

I've corrected almost all bugs reported here. I've added the door's gunner, managed all the occurences when the helo is waiting in base (no more infinite hover above the base after an attack) and more..

I will try it more an more before release the new version ;)

goliath86

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This is one of the problems that I was having. Im having to redo all the mission and I hope it will work then :(

There's gotta be something that's causing a conflict in our missions. What other scripts are you using?

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This is one of the problems that I was having. Im having to redo all the mission and I hope it will work then :(

I haven't ever had this issue in all my tests. Something in your mission cause the helo to blow up

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I keep getting a message that says the heli blew up. I'm using the logic and I've placed it many different places. And if I just use the module the chopper never comes. I've waited 10min in real life. I think something I'm using in my mission is breaking it.

It might be a generic ArmA2 recently-introduced bug that I've noticed for helos. They're definitely crashing a heck of a lot more for no particular reason.

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It might be a generic ArmA2 recently-introduced bug that I've noticed for helos. They're definitely crashing a heck of a lot more for no particular reason.

I noticed that. If it's crashing though isn't there a message? I had the Abort Medevac action available the whole time.

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If the helo crash an eventhandler will start and a hint messages appear "Medevac chopper is blowned up" and all actions, triggers and all other stuffs will be terminated and deleted. If the Abort Medevac action stay, the chopper isn't blewed up.

In the upcoming version maybe there aren't these kind of problems because I have optimized all the helo procedure..

P.S. I've added an array so anyone can add they're own units to be spawned instead vanilla's one

Edited by goliath86

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P.S. I've added an array so anyone can add they're own units to be spawned instead vanilla's one

Fantastic! I was just gonna ask about this. Thanks.

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There are almost no bugs in the medevac module. I'm adding some more little stuff to the module before its pre-release :cool:

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It's definitely something with this specific mission. I added it to one of my missions with out trouble but the WIP I'm working on I can't get it to work. Regardless of where I put the GL, it still says the chopper blew up. In one case I put it so my unit could see where it spawned but it never did.

goliath86,

Would you like me to send you the WIP so you can look? It only uses ACE2(X), the other stuff is just scripts.

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Hi Goliath :) as promised I went through your texts and corrected for English.

Also, and please just treat these as suggestions, I made other changes and suggestions :) Don't take offense at any, they're just ideas. They mostly involve losing all Hint commands and replace with sidechat commands, or simply losing hint commands completely. Feel free to use what you wish & discard what you don't like :)

****

starting.sqf

Lose the Hint "ok"

****

rescue.sqf

Change

hint "Medevac helo is heavily damaged. Crash site marked on your map";

to

Sleep ((random 30) + 30);

PAPABEAR SideChat "Radio contact with medevac is lost. Possible location marked on map.";

(Simulates some time for failed radio contacts. Make sure the marker only appears after this message, Even better, just send the coords :))

Change

hint "Maybe some unit are still alive. Check the crash site area if you can";

to

PAPABEAR SideChat "Possibility of survivors. Check helo location if you can.";

****

healer.sqf

Change

PAPABEAR SideChat "Roger that! Medic support helicopter sended at your coordinates";

to

PAPABEAR SideChat "Roger that. Medic support helicopter sent to your coordinates.";

Change

pilot1 sideChat "We are near your last position, throw a red smoke grenade so we can easily find your position";

to

pilot1 sideChat "Closing location, deploy red smoke grenade so we can easily find your position";

Lose the line

giocatore sideChat "Roger that! I'm throwing now the smoke grenade, over";

Change it to

giocatore sideChat "Smoke grenade out, over";

And place that line as part of the executed event so it's not broadcast until the player actually does throw the smoke.

Change

pilot1 sideChat "Approaching to landing zone";

to

pilot1 sideChat "Approaching landing zone";

Change

hint "Medevac chopper available";

to

PAPABEAR SideChat "Medevac chopper available";

****

dead.sqf

lose

hint "corpsman is dead..medevac RTB";

****

unitCreation.sqf

Change all instances of

uh60 addEventHandler ["killed", "terminate scrip; hint 'Medevac helicopter is blowned up'; terminate null0; giocatore removeAction action0; giocatore removeAction abort_action; deleteVehicle trg"];

to

uh60 addEventHandler ["killed", "terminate scrip; terminate null0; giocatore removeAction action0; giocatore removeAction abort_action; deleteVehicle trg"];

Edited by DMarkwick

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It's definitely something with this specific mission. I added it to one of my missions with out trouble but the WIP I'm working on I can't get it to work. Regardless of where I put the GL, it still says the chopper blew up. In one case I put it so my unit could see where it spawned but it never did.

goliath86,

Would you like me to send you the WIP so you can look? It only uses ACE2(X), the other stuff is just scripts.

Hi Manzilla! Send me your work and I will be happy to take a look :) PM me the files Manzilla if you want ;)

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Hi Goliath :) as promised I went through your texts and corrected for English.

Also, and please just treat these as suggestions, I made other changes and suggestions :) Don't take offense at any, they're just ideas. They mostly involve losing all Hint commands and replace with sidechat commands, or simply losing hint commands completely. Feel free to use what you wish & discard what you don't like :)

Thank you very very much DMarwick! I will take into consideration your work and suggestions! Thank you again DMarwick! :D

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I have made the module customizable:

- if you want to play your sounds at radio's calls then you can add your own files in a folder (not in the .pbo!) and with a 'constant define' make these files to play;

- if you don't like the sideChat you can 'delete' it with a constant

- if you want to spawn your own units then you can by defining an array

what do you think about this? :)

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From a "realism" point of view (which is always different for different people), it's not generally the sidechat I have problems with, more like the hints. Now, I know that people use them for dev purposes & bugfinding etc, so it's not a great problem in the beta phase.

You know what you should totally do? Have parameters that you can pass in the module's Init field, so that you can specify what helo to use for example. In fact, what's to stop you using a field ambulance for smaller-scale missions? :)

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From a "realism" point of view (which is always different for different people), it's not generally the sidechat I have problems with, more like the hints. Now, I know that people use them for dev purposes & bugfinding etc, so it's not a great problem in the beta phase.

You know what you should totally do? Have parameters that you can pass in the module's Init field, so that you can specify what helo to use for example. In fact, what's to stop you using a field ambulance for smaller-scale missions? :)

Great idea. everything customizable!

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There's gotta be something that's causing a conflict in our missions. What other scripts are you using?

Sorry been really busy with real life, also been moved to the attic because my pc takes up too much room lol.

Im not using ace but I do have other scripts running, here is a list:

@FDF_Sounds

aiRespawnUPS

AIvclRespawn_UPS

RAF chinock

RAV_lifter

Simple Vehicle Respawn v1.7

UPS-ArmA2

and of course Medevac

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Simple Vehicle Respawn v1.7

UPS-ArmA2

and of course Medevac

I'm using these two as well. I wonder if either of those are causing this?

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Ok im going to try these on there own this afternoon, will let you know

;)

tested all other scripts apart from the 2 we have in common and all works ok

Edited by LockJaw-65-

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Hi guys,with my last tests I've noticed that if I change the model of the chopper in an ambulance orany other vehicle it still works!

So with one module you can simply use whatever vehicle you want (chopper, car, ambulance ecc.) not only a chopper; you only need to specify the name's model in the init field of the module itself..this works only with the code which I don't have already published here.

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May I suggest to click the landing point on the map to avoid the helicopter landing on walls or in the middle of a olive grove.

If I'm not wounded myself but my AI team mates, how can I make them heal? I tried to send them into the chopper. In this scenerio I'd expect they'd be healed automaticly at the base and taken care in the helicopter (they shouldn't die as fast as if they were still in the field). Maybe sometimes they'd die anyway. Maybe when team members enter the helicopter they should be removed from the group. They certainly don't rejoin the same day ;-)

I created these functions some time ago for ArmA. Maybe you could get some use of it:

healthchange: makes someone die if he's not helped

//////////////////////////////////////////////////////////////////
// Function file for Armed Assault
// Created by: Author: Blaunarwal
//////////////////////////////////////////////////////////////////

// Healthchanging usage  [name] execVM "hlthch.sqf"

_patient = _this select 0;

_dmg = getdammage _patient;


_didit = 0;

while {(_dmg > 0.4 && _dmg < 1)} do {
    	_sdmg = round (_dmg *2.8);

if (_didit != 1 &&_sdmg == 1)   
    then {_patient playmove "AmovPercMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon"; _patient disableAI "anim"; _patient disableAI "move"; 
           titletext["The patient is injured","PLAIN DOWN"];_didit = 1}
    else {
	    if (_didit != 2 && _sdmg ==2) 
             then {_patient switchmove "AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon";_patient switchmove "AmovPlieMstpSnonWnonDnon"; 
                    titletext["The patient is going worse","PLAIN DOWN"];_didit = 2}
	          else {
		       if (_didit != 3 && _sdmg ==3) 
		           then {_patient switchmove "m2s3Wicks"; titletext["The patient is going to die, hurry!","PLAIN DOWN"];_didit = 3}
		      };     
	   };
//      titletext [format["sdmg value %1, didit value %2",_sdmg,_didit],"PLAIN"];
_dmgi = 0.002 + random (0.0025 * _dmg);
_dmg = _dmg + _dmgi; 
if (_dmg > 1) then { _dmg = 1};
hint Format ["health is at %1", _dmg];
_patient setdamage _dmg;
sleep 2;
_dmg = getdammage _patient;
// cause he can be healed in the meantime
     }; // end of while
hint "healthchange function finished";
_patient enableAI "move";
_patient enableAI "anim";

exit;

The following function makes the medic search for work and heal: It's far from perfect, just as idea. Maybe the medic better stays with the helicopter, than to stray away.

//////////////////////////////////////////////////////////////////
// Function file for Armed Assault
// Created by: Author: Blaunarwal
//////////////////////////////////////////////////////////////////

// searching for patients to heal usage d = [medic] execVM "healing.sqf";

_medic = _this select 0;
_oldgrp = group _medic;

while {alive _medic} Do
{
_objs = nearestobjects [_medic, ["Man"],80];
_i=1; _endi= count _objs;
while {_i <= _endi} Do
{
	_obj = _objs select _i;
	_dam = getdammage _obj;
//		hint format["Damage %1",_dam];

	if (_dam >= 1)
		then {
			_medic doWatch _obj;
			_pos = _obj modelToWorld [0.5,0.4,0];
			_medic doMove _pos;
			_medic groupChat "This one died already";
		     }
		else {
			if (_dam > 0.4) 
			then { 
				[_medic] join grpNull;
				_medic doWatch _obj;
				_pos = _obj modelToWorld [0.6,0.6,0];
				_medic doMove _pos;
				while {(_medic distance _pos) > 1 } Do {_medic doMove _pos; sleep 2};
				_medic switchmove "AinvPknlMstpSlayWrflDnon_medic";
				_dam = _dam - random(0.1) -0.2 ;
				_obj setdamage (_dam);
				}
			else {
				_medic groupChat "Nobody here needs my help";
				if ((group _medic) != _oldgrp) then {[_medic] joinSilent _oldgrp;
										_medic groupChat format ["joined %1", _oldgrp]};
				};
			};
		sleep 10;
	_i=_i+1;
};
sleep 5;
};
//hint"exit healing.sqf";
exit;

Edited by Blaunarwal

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I took the liberty of doing this:

	soldier2 = beta createUnit ["USMC_Soldier", getMarkerPos "marker1", [], 0, "NONE"]; //create a unit
	soldier2 moveInCargo  [uh60,1];
	soldier2 addEventHandler ["killed", "deleteVehicle soldier2"];

	soldier1 = beta createUnit ["USMC_Soldier_Medic", getMarkerPos "marker1", [], 0, "NONE"]; //create the corpsman
	soldier1 moveInCargo [uh60,8];
	soldier1 addEventHandler ["killed", {_this execVM "\Medevac\Mia\aborted.sqf"}];

	soldier3 = beta createUnit ["USMC_Soldier", getMarkerPos "marker1", [], 0, "NONE"]; //create a unit
	soldier3 moveInCargo [uh60,9];
	soldier3 addEventHandler ["killed", "deleteVehicle soldier3"];

	pilot1 = beta createUnit ["USMC_Soldier_Pilot", getMarkerPos "marker1", [], 0, "NONE"]; 
	pilot1 moveInDriver uh60;  

	pilot2 = beta createUnit ["USMC_Soldier_Pilot", getMarkerPos "marker1", [], 0, "NONE"]; //create a co-pilot for mh60s
	pilot2 moveInCargo uh60;
	//pilot2 is actually in a cargo position

	crew1 = delta createUnit ["USMC_Soldier_Crew", getMarkerPos "marker1", [], 0, "NONE"]; //create #1 gunner for mh60s
	crew1 moveInTurret [uh60,[0]];
	crew1 setCombatMode "RED";

	crew2 = delta createUnit ["USMC_Soldier_Crew", getMarkerPos "marker1", [], 0, "NONE"]; //create #2 gunner for mh60s
	crew2 moveInTurret [uh60,[1]];
	crew2 setCombatMode "RED";

Actually, I gave you that last week but I guess it was over looked (which is OK, of course).

For the sake of simplicity, I just put the gunners in delta, a killed event needs to be added.

I have done a ton of testing, and I guess it is just me, but the third man out still usually dies/disappears, and the medic usually gets injured. The way I have it above, this rarely happens. Also, in the file I am using, there is no 'allowDamage false'.

Tell me what you think. :)

-

Also, for me, I would really like to get rid of the 'forced' "Call in Medevac" at the mission start... and then if called, the "Abort Medevac". Can't both just be in the menu for me to use? If you would help 'me' with that, I would appreciate it.

EDIT: BTW, I was still checking cargo positions for the soldiers to see which was better in regards to no damage or death. But, those above seemed to work well.

Edited by CyOp

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Ok im going to try these on there own this afternoon, will let you know

;)

tested all other scripts apart from the 2 we have in common and all works ok

The problem is the aiRespawnUPS script but the AIvclRespawn_UPS seems to work ok. I dont know why? :(

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The problem is the aiRespawnUPS script but the AIvclRespawn_UPS seems to work ok. I dont know why? :(

Thanks for your reply! Now I see inside the UPS script to find what's the problem..thank you all guys for your suggetions ;)

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