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meade95

KIA teammate - Can you carry / drag him??

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If I have a teammate that is KIA - Is it possible to drag him / carry him still?? It seems not, or I just don't know if I'm not doing something correctly within my editor created missions.

Also, do most OPFOR units have NV??

Regarding "skill levels" in the editor created missions (is the sliding bar, the only places that effects such skill levels for both forces??). I've read about a 0 to 1.0 level regarding "skill ratings". Yet, I don't think I've seen this anywhere... I've only see the sliding bar, within the editor.

Appreciate any info on the above topics...

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Officers, pilots, special forces, and crewman tend to have NVGs. In order to carry KIAs you have to have the battlefield clearance module synced up with your group and any group that you want to have carried. You may also need first aid as well or the other medical one. I'm not sure on that anymore.

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Battlefield clearance lets you carry people, but without the first aid modules all you can carry with it is dead bodies. ACE woudning system also enables carrying, so if you use their module you shouldn't use the battlefield clearance (nor the BIS first aid) module.

As for NVGs, gear is defined with the unit's class, you can just check for each unit what gear it has. Generally all USMC soldiers and IIRC all Russian soldiers are equipped with NVGs. For insurgents/guerilas I remeber officers and crewmen get NVGs but don't remember if anyone else gets it. In any way, if you want specific units to have specific gear, just modify it yourself using addWeapon/removeWeapon/addMagazine/removeMagazine or a script that will completely re-gear them by removing all their gear with removeAllWeapons, and adding what you want.

Of course, at the end, if you're asking from a player's perspective rather than from a mission maker's perspective, then all I can say is that it is 100% up to whoever made the mission you're playing. He could give every insurgent NVGs as well as remove all NVGs from USMC/Russians, and he could give every machinegunner an SMG and a pistol...

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And regarding the skill level, think of the lowest slider settings as 0.2 and highest as 1.0. For lower values than 0.2 you need to use the setSkill command.

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Battlefield clearance lets you carry people, but without the first aid modules all you can carry with it is dead bodies. ACE woudning system also enables carrying, so if you use their module you shouldn't use the battlefield clearance (nor the BIS first aid) module.

As for NVGs, gear is defined with the unit's class, you can just check for each unit what gear it has. Generally all USMC soldiers and IIRC all Russian soldiers are equipped with NVGs. For insurgents/guerilas I remeber officers and crewmen get NVGs but don't remember if anyone else gets it. In any way, if you want specific units to have specific gear, just modify it yourself using addWeapon/removeWeapon/addMagazine/removeMagazine or a script that will completely re-gear them by removing all their gear with removeAllWeapons, and adding what you want.

Of course, at the end, if you're asking from a player's perspective rather than from a mission maker's perspective, then all I can say is that it is 100% up to whoever made the mission you're playing. He could give every insurgent NVGs as well as remove all NVGs from USMC/Russians, and he could give every machinegunner an SMG and a pistol...

Appreciate the additional information - Thanks -

I guess I haven't seen the area / section where I can addweapon/removeweapon/addmagazine?? (At work now, but will look for it when I get home). Is it a script, that allows for this? Or an actual place within the editor that allows for it? Thanks

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It is a scripting command, can be either used in the unit's init line or in a script.

http://community.bistudio.com/wiki/addWeapon

Ok. Say I download one of the weapons addons...Like the RH-416 mods...

How do I make these weapons avaliable to my solidiers within the editor? Do I have to write a script for each individual weapon (and a magazine)???

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Or you can just write one script and then execute it from each soldier's init line. But yes, to equip a soldier with a certain item you will have to run the appropriate command for that soldier, one way or another.

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