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- TableOfContent:
- 1. Who is able to revive?
- 2. Do i have to add init="this call X39_MedSys_fnc_InitializeUnit"; to every unit?
- 3. When you are considered as completely dead?
- 4. Why is Epinephrine not working like in real?
- 5. How to Interpret the messages returned?
- 6. How to edit the mod behaviour?
- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- 1. Who is able to revive?
- Currently everyone is able to revive
- (organize yourself ^^ i dont think that there will come a limitation on this that soon)
- 2. Do i have to add init="this call X39_MedSys_fnc_InitializeUnit"; to every unit?
- Yes and no! It depends on what you want to do ^^
- if you want to create a MP mission and add the MedSys to AI then you
- need to add that line to all AI units (also it could be helpfull to use
- if(isserver) but the server should execute first so ... yeah just to make it call safe)
- and add the Module to the mission (workaround if you dont want the module:
- add a gamelogic object and put this into the init line: "[] call X39_MedSys_fnc_initMod")
- for a SP mission you need to add the call to every unit PLUS the player
- (see limitations of this mod and you should know why)
- 3. When you are considered as completely dead?
- First of all: The mod will not let you die totally
- (meaning even if you got hit by 2000000000000 MT bomb you would be still alive for the game)!
- Everytime youre above a specific value you will be knocked out/die.
- When you die a counter will appear and AFTER that counter reaches 0 youre really dead
- (meaning that using "alive unit" would return false)
- 4. Why is Epinephrine not working like in real?
- I know that in real epi cant really get you back to life and is used ONLY in special cases!
- But this idea is directly taken from ACE to make the move from ACE to XMedSys as smooth as possible.
- It will change when XMedSys 2 gets into development
- 5. How to Interpret the messages returned?
- Normally i would say its up to you :F But lets forget this as you read the FAQ ^^
- The possible messages you can get are the following:
- ActionRequired | Messages you can get (Split at: ';', Link at '&&') | Comments
- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- Bloodpack | Blood presure is critical!;Blood presure should be better;Blood presure seems to be OK |
- Bandage | Target is bleeding |
- Morphine | -/- | No use currently
- Tourniquet | -/- | Stops bleeding immediately! (dont keep it on! You will die after a few seconds)
- Defibrillator | Target is unresponsive && (Pulse is irregular;Pulse is pretty low;Pulse is nearly gone;No pulse) |
- Epinephrine | Target is unresponsive |
- MediKit | Targets legs are broken |
- Ohh and theese messages:
- -Target is deadly hurt
- -Target is extremly hurt
- -Target is hurt
- -Target is lightly hurt
- Want to say that the targeted unit is not fine (100% hp)
- In such cases you (currently) need to give any item (cant specify here as every item has different healing abilities)
- And last but not least:
- "Dead ..." means that the unit is DEAD so no revive possible
- 6. How to edit the mod behaviour?
- To do this you need to create a new mission (or edit an existing one)!
- Place a "init.sqf" file inside of your mission root.
- Inside of that file you can now do whatever you want!
- Now, add the mod variables you want to edit to the init.sqf and give them the value you want them to have (VARIABLE = VALUE;)
- after that youre done and ready to test!
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