First Aid – Arma 2
Line 22: | Line 22: | ||
* in theory (after some additional tuning) it can be used without AIS | * in theory (after some additional tuning) it can be used without AIS | ||
* You must synchronize this module with every playable unit and A.I. unit you want using this feature. | * You must synchronize this module with every playable unit and A.I. unit you want using this feature. | ||
The Bug is Reported thus in the Dedicated Server RPT file | |||
" | |||
File ca\modules\functions\systems\fn_enableSystem.sqf, line 23 | |||
Error in expression <_timesActivated / 25); | |||
"wetDistortion" ppEffectEnable true; | |||
"wetDistortion" ppE> | |||
Error position: <ppEffectEnable true; | |||
"wetDistortion" ppE> | |||
Error Missing ;" | |||
It is believed to be this bit of code | |||
2 cutRsc ["SplashCopyright", "PLAIN"]; | |||
sleep 4; | |||
private ["_effectPower"]; | |||
_effectPower = 0.1 + (_timesActivated / 25); | |||
"wetDistortion" ppEffectEnable true; | |||
"wetDistortion" ppEffectAdjust [0.5, 0, 0, 4.1, 3.7, 2.5, 1.85, 0.0051, 0.0051, 0.0051, 0.0051, 0.5, 0.3, 10, 6.0]; | |||
"wetDistortion" ppEffectCommit 0;" | |||
==First Aid: Battlefield Clearance (Battlefield Clearance) == | ==First Aid: Battlefield Clearance (Battlefield Clearance) == |
Revision as of 00:25, 5 October 2009
Note: this page is a work-in-progress! More info to follow as soon as possible.
DO NOT USE THE FA MODULE WITH THE AIS it is redundant and can cause problems.
First Aid is set of 3 modules:
- First Aid: Simulation (Alternative Injury Simulation)
- First Aid: Battlefield Clearance (Battlefield Clearance)
- First Aid: Action (First Aid)
First Aid: Simulation (Alternative Injury Simulation)
- adds agony state - unit is incapacitated to some degree (no commanding, no actions, limited movement) - but can move slowly on ground and even shoot
- simulates bleeding (if healed by other unit, bleeding is healed first - so, partially healed unit will stay in agony, but is not going to die)
- adds action to take out units in agony from vehicle
- uses "handleDamage" EH - using this AIS receives from engine damage that is going to be applied to object, after evaluation of conditions, wanted damage is returned back to engine
- You must synchronize (default F5 in editor) this module with every playable unit and A.I. unit you want using this feature.
First Aid: Action (First Aid)
- adds new first aid action, animations and logic
- this module is launched automatically by AIS module
- in theory (after some additional tuning) it can be used without AIS
- You must synchronize this module with every playable unit and A.I. unit you want using this feature.
The Bug is Reported thus in the Dedicated Server RPT file
" File ca\modules\functions\systems\fn_enableSystem.sqf, line 23 Error in expression <_timesActivated / 25);
"wetDistortion" ppEffectEnable true; "wetDistortion" ppE>
Error position: <ppEffectEnable true;
"wetDistortion" ppE>
Error Missing ;"
It is believed to be this bit of code 2 cutRsc ["SplashCopyright", "PLAIN"]; sleep 4;
private ["_effectPower"]; _effectPower = 0.1 + (_timesActivated / 25);
"wetDistortion" ppEffectEnable true; "wetDistortion" ppEffectAdjust [0.5, 0, 0, 4.1, 3.7, 2.5, 1.85, 0.0051, 0.0051, 0.0051, 0.0051, 0.5, 0.3, 10, 6.0]; "wetDistortion" ppEffectCommit 0;"
First Aid: Battlefield Clearance (Battlefield Clearance)
- adds actions and logic for dragging and carrying of units in agony (AIS) and units that cannot stand (even without AIS)
- uses setPos for moving dragged (planned conversion to attachTo - still there is problem: dragged must copy terrain slope)
- uses attachTo for snapping carried to carrier
- You must synchronize this module with every playable unit and A.I. unit you want using this feature.
Fixed (1.03): healing scripts running twice if FA module used together with AIS.