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Found 1 result

  1. Hi all, desperate to see that BI don't want to add a SP revive function in Arma 3, I decided to create one for my mission but I can't use the one of Norrin because there is a bug with my mission : my team become invincible x) ! So, I'm almost done with the script but some problems remain : I have four playable units : unit1, unit2, unit3 and unit4. unit1 is the team leader/player. 1 - there is my first script (named "test.sqf") and First problem : I don't know how to apply this script to all the members of my team so for the example, I choose unit3 : _damage = damage unit3; _Hurt = _damage > 0.5; if (_Hurt) then {unit3 execVM "injured.sqf"} else {execVM "test.sqf"}; For this, I want to know how can I get the damages of unit1 to unit4 and check if _damage > 0.5 to execute injured.sqf for all of the units who are hurt. 2 - Injured.sqf, same problem than test.sqf : unit3 allowDamage false; unit3 playMove "AinjPpneMstpSnonWrflDnon_rolltoback"; sleep 3; unit3 playMove "AinjPpneMstpSnonWrflDnon_InhuredHealed"; unit3 DisableAI "MOVE"; unit3 addAction ["Revive", "Heal.sqf", nil, 6, true, true, "", "(_target distance _this) < 2"]; 3 - Heal.sqf - the most Important = First, I don't know if the 3 variables are correct (_wounded = the wounded / _medic = the caller of the action / _revive = the ID of the action); _medic playmove ... seems to do nothing (I think the problem is _medic) and finally, player playmove "animation_name" doesn't work, but work with an AI, do you have an idea ? : _wounded = this select 0; _medic = this select 1; _revive = this select 2; _medic playmove "Acts_TreatingWounded_in"; sleep 3; _medic playmove "Acts_TreatingWounded01"; sleep 5; _medic playmove "Acts_TreatingWounded02"; sleep 8; _medic playmove "Acts_TreatingWounded03"; sleep 9; _medic playmove "Acts_TreatingWounded_Out"; sleep 4; _medic setDamage 0; sleep 2; unit3 playMove "AinjPpneMstpSnonWrflDnon_rolltofront"; sleep 3; unit3 playMove "AmovPpneMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon"; unit3 setCaptive false; unit3 allowDamage true; _wounded removeAction _revive; Thanks for the help ^^ !
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