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Mr H.

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Posts posted by Mr H.


  1. Assuming your code is correct here's how I would set it up :

    In your initserver.sqf

     

    Spoiler
    
    //initserver.sqf
    mev addEventHandler ["GetIn", {
    	params ["_vehicle", "_role", "_unit", "_turret"];
    	["TAG_heal_event",[_unit],_unit] call CBA_fnc_localEvent;
    }];

     

     

    In your init.sqf

    Spoiler
    
    //init.sqf 
    ["TAG_heal_event",
    	{
    		_this spawn
    		{
    			params ["_unit"];
    			["<t color='#ff0000' size = '0.7'>US Combat-Medic:<br/>Beginning trauma treatment...!</t>",-1,1.5,4,1,0,789] spawn BIS_fnc_dynamicText;  
    			_unit setdamage 0; 
    			sleep 3;
    			[_unit, false] call ace_medical_fnc_setUnconscious;  
    			sleep 2;
    			_unit setVariable ["ACE_medical_pain", 0, true]; 
    			sleep 2;
    			_unit setVariable ["ACE_medical_bloodVolume", 100, true]; 
    			sleep 10;
    			_unit setVariable ["ACE_isUnconscious",false,true];
    			["<t color='#ff0000' size = '0.7'>US Combat-Medic:<br/>You are healed - now get out and fight!</t>",-1,1.5,4,1,0,789] spawn BIS_fnc_dynamicText;
    			_unit action ["Eject",vehicle _unit];
    		}
    	}
    
    ] call CBA_fnc_addEventHandler;

     

    Using cba events to run some code where unit is local is how ACE does it instead of remote executing, I believe it's better optimized this way.

    • Thanks 1

  2. There are a few other things that are not ok in your code: replace the WEST in your remote exec's by _unit. And anyway if I where you I'd just remote exec the whole healing.sqf where unit is local (and remove all the remote exec's inside) also in the line where you use the eject action _this should be _unit. Sorry for not explaining everything or pasting full code but I'm on my phone.

    • Thanks 1

  3. { class Cargo { parachuteClass = B_Parachute_02_F; // Type of parachute used when dropped in air. When empty then parachute is not used. parachuteHeightLimit = 40; // Minimal height above terrain when parachute is used. canBeTransported = 1; // 0 (false) / 1 (true) dimensions[] = {"BBox_1_1_pos", "BBox_1_2_pos"}; // Memory-point-based override of automatic bounding box }; };

     

    No formatting sorry I'm on my phone. Found here :

    https://community.bistudio.com/wiki/Arma_3_Vehicle_in_Vehicle_Transport

    don't know if it works for thingX though.


  4. 1 hour ago, Houdiniii said:

    Overthrow

    Mission not map. mod not mission 😉

     

    1 hour ago, Houdiniii said:

    and an earplug (For JSRS)

    Ace not JSRS

    It is possible, best way would be to ask the author do do it in his mission. You can do it yourself but you need to know how to get the mission file and extract it. (Easy to do, just google it). If you republish it/modify it you need the author's explicit authorization.


  5. 4 hours ago, ChlckenWlng said:

    dont know a lot of making missions and wanted to know if there is a way to delete a variable with a trigger.

    Set the variable to nil
     

     

    4 hours ago, ChlckenWlng said:

    Also where can I look up all the expressions commands for triggers?

    Not quite sure I understand your question but all trigger commands are here https://community.bistudio.com/wiki/Category:Command_Group:_Activators

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