First Aid – Arma 2

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(New preferred sync for MP. Removed warnings about using both AIS and FA at the same time.)
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[[Category:ArmA_2:_Editor_Modules]]
[[Category:ArmA_2:_Editor_Modules]]
'''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 is set of 3 modules:
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* First Aid: Action (First Aid)
* First Aid: Action (First Aid)


==First Aid: Simulation (Alternative Injury Simulation) ==
 
==First Aid: Simulation (AIS - 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
* 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)
* 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
* 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
* 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) ==
==First Aid: Action (FA - First Aid) ==
* adds new first aid action, animations and logic
* 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
==First Aid: Battlefield Clearance (BC - 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


"
== Setup ==
File ca\modules\functions\systems\fn_enableSystem.sqf, line 23
* place the modules (F7 in editor), each group should have their own set
Error in expression <_timesActivated / 25);
* synchronize (F5 in editor) to each player or playable unit (to avoid cases where the system is not started at all, because it was synched to one unit only, and that unit was not selected by anyone in MP role selection)
[[Image:firstaidsync.png]]


"wetDistortion" ppEffectEnable true;
"wetDistortion" ppE>
  Error position: <ppEffectEnable true;
"wetDistortion" ppE>
  Error Missing ;"


It is believed to be this bit of code
Modules can also be used with AI units. With them, syncing to just group leader alone is enough.
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.
Fixed (1.03): healing scripts running twice if FA module used together with AIS.

Revision as of 00:59, 30 December 2009


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 (AIS - 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

First Aid: Action (FA - First Aid)

  • adds new first aid action, animations and logic

First Aid: Battlefield Clearance (BC - 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

Setup

  • place the modules (F7 in editor), each group should have their own set
  • synchronize (F5 in editor) to each player or playable unit (to avoid cases where the system is not started at all, because it was synched to one unit only, and that unit was not selected by anyone in MP role selection)

firstaidsync.png


Modules can also be used with AI units. With them, syncing to just group leader alone is enough.


Fixed (1.03): healing scripts running twice if FA module used together with AIS.