If anyone wants to get this to work properly with ACE3 advanced medical systems, replace the code in "acedamage.sqf" with: _target = _this select 0; _typeDamage = _this select 1; _damage = 0; switch _typeDamage do {         case 'manNormal': { _damage = Ryanzombiesdamage; };     case 'vehNormal': { _damage = Ryanzombiesdamage/25; };     case 'manDemon': { _damage = 0.3; };     case 'vehDemon': { _damage = 0.03; }; };     _selection = selectRandom ace_medical_selections; _hitpart = _selection; switch _selection do {     case "hand_l";     case "hand_r": { _hitpart = "hands"; };     case "leg_l";     case "leg_r": { _hitpart = "legs"; }; }; if(isPlayer _target) then {     [-2,{         _target = _this select 0;         _damage = _this select 1;         _selection = _this select 2;         _hitpart = _this select 3;         if(player == _target) then         {             [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage;             [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage;             [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage;         };     },[_target,_damage,_selection,_hitpart]] call CBA_fnc_globalExecute;      } else { // note that this damage won't be applied to AI group members of a player-led team on a server (because AIs are local to group leader) - low priority...     [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage;             [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage;             [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; };
    • Like
    1