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Nov 1st, 2014
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  1. TableOfContent:
  2. 1. Who is able to revive?
  3. 2. Do i have to add init="this call X39_MedSys_fnc_InitializeUnit"; to every unit?
  4. 3. When you are considered as completely dead?
  5. 4. Why is Epinephrine not working like in real?
  6. 5. How to Interpret the messages returned?
  7. 6. How to edit the mod behaviour?
  8. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  9. 1. Who is able to revive?
  10. Currently everyone is able to revive
  11. (organize yourself ^^ i dont think that there will come a limitation on this that soon)
  12.  
  13. 2. Do i have to add init="this call X39_MedSys_fnc_InitializeUnit"; to every unit?
  14. Yes and no! It depends on what you want to do ^^
  15. if you want to create a MP mission and add the MedSys to AI then you
  16. need to add that line to all AI units (also it could be helpfull to use
  17. if(isserver) but the server should execute first so ... yeah just to make it call safe)
  18. and add the Module to the mission (workaround if you dont want the module:
  19. add a gamelogic object and put this into the init line: "[] call X39_MedSys_fnc_initMod")
  20.  
  21. for a SP mission you need to add the call to every unit PLUS the player
  22. (see limitations of this mod and you should know why)
  23.  
  24. 3. When you are considered as completely dead?
  25. First of all: The mod will not let you die totally
  26. (meaning even if you got hit by 2000000000000 MT bomb you would be still alive for the game)!
  27. Everytime youre above a specific value you will be knocked out/die.
  28. When you die a counter will appear and AFTER that counter reaches 0 youre really dead
  29. (meaning that using "alive unit" would return false)
  30.  
  31. 4. Why is Epinephrine not working like in real?
  32. I know that in real epi cant really get you back to life and is used ONLY in special cases!
  33. But this idea is directly taken from ACE to make the move from ACE to XMedSys as smooth as possible.
  34. It will change when XMedSys 2 gets into development
  35.  
  36. 5. How to Interpret the messages returned?
  37. Normally i would say its up to you :F But lets forget this as you read the FAQ ^^
  38. The possible messages you can get are the following:
  39. ActionRequired | Messages you can get (Split at: ';', Link at '&&') | Comments
  40. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  41. Bloodpack | Blood presure is critical!;Blood presure should be better;Blood presure seems to be OK |
  42. Bandage | Target is bleeding |
  43. Morphine | -/- | No use currently
  44. Tourniquet | -/- | Stops bleeding immediately! (dont keep it on! You will die after a few seconds)
  45. Defibrillator | Target is unresponsive && (Pulse is irregular;Pulse is pretty low;Pulse is nearly gone;No pulse) |
  46. Epinephrine | Target is unresponsive |
  47. MediKit | Targets legs are broken |
  48.  
  49. Ohh and theese messages:
  50. -Target is deadly hurt
  51. -Target is extremly hurt
  52. -Target is hurt
  53. -Target is lightly hurt
  54. Want to say that the targeted unit is not fine (100% hp)
  55. In such cases you (currently) need to give any item (cant specify here as every item has different healing abilities)
  56.  
  57. And last but not least:
  58. "Dead ..." means that the unit is DEAD so no revive possible
  59. 6. How to edit the mod behaviour?
  60. To do this you need to create a new mission (or edit an existing one)!
  61.  
  62. Place a "init.sqf" file inside of your mission root.
  63. Inside of that file you can now do whatever you want!
  64. 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;)
  65. after that youre done and ready to test!
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