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Offline bardosy

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Medic mission
« on: 18 Aug 2006, 10:34:39 »
I working on a campaign and I want made a medic mission in it. The player as a medic runing up and down in an urban battlefield and health the heavy wounded soldiers.
I tried but I completly failed.

1., How can I make wounded, who are not standing? Can I create leg wound? (OK. Finally I used this: "this setDammage 0,9; this setUnitPos "down" )
2., The wounded soldiers have a queue. If I run to a wounded, he just lay and I can't heal him. But a very other guy starting to sneak to me for health. Can I refuse this invisible queue and heal the wounded in my order?
3., Only the wounded can heal himself? The medic can't heal the wounded? (I think I can make an action menu and script for healthing, can I?)
4., I use an infinit loop for checking the wounded soldiers and when the getDammage is less then 0.5 I set his setUnitPos "auto" and orderGetIn to a truck for transpost them to a hospital. But they do nothing. If a soldier heal himself with the medic, he still lay (because the initial setUnitPos "down") and dont try to get in the truck.

Anyone else made, play or see medic mission?
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Offline Cheetah

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Re: Medic mission
« Reply #1 on: 18 Aug 2006, 10:44:25 »
1., How can I make wounded, who are not standing? Can I create leg wound? (OK. Finally I used this: "this setDammage 0,9; this setUnitPos "down" )
2., The wounded soldiers have a queue. If I run to a wounded, he just lay and I can't heal him. But a very other guy starting to sneak to me for health. Can I refuse this invisible queue and heal the wounded in my order?
3., Only the wounded can heal himself? The medic can't heal the wounded? (I think I can make an action menu and script for healthing, can I?)
4., I use an infinit loop for checking the wounded soldiers and when the getDammage is less then 0.5 I set his setUnitPos "auto" and orderGetIn to a truck for transpost them to a hospital. But they do nothing. If a soldier heal himself with the medic, he still lay (because the initial setUnitPos "down") and dont try to get in the truck.

Anyone else made, play or see medic mission?

1. If I were you I wouldn't use setDammage, I'd createVehicle some bullets and spawn them at the correct position (get coords of a unit and chance the z, low number like 0.2 to hit the legs) or give them a velocity to make it look more realistic. This way you can hit pretty much every part of the body, it's a harder way, but once you succeed in doing this I'm sure that it's a better way.

2. Don't think that you can remove this invisible queue, but I'm sure that you can script something like you told with the action. You go to a soldier and it's something like "heal the poor guy", you then detect if there's an injured soldier in the vicinity of the player and heal him, you want to use the "action" command to do this, this will save you some work. Don't know if this would work though, might now work thanks to the queue.

3. See #2.

4. Can you give us the script?

And yes, I have a plan to make a medic mission, written it all down in a text file and it's going to be a pretty huge one. But will wait for Arma before starting with it.
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Offline macguba

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Re: Medic mission
« Reply #2 on: 18 Aug 2006, 10:53:44 »
If you add hit or dammaged EHs to all units on the map, then the EH can add an action to that unit.   When you get close to him, the action will appear in your Action menu and you can heal him.   Probably.

You won't be able to eliminate the queue but you can reduce its effects by good mission design.  I suggest you experiment to discover what area or number of loons should be your catchment area.   If you are the only medic on the map and there are loads of loons, then the mission is going to be a shambles because the queue of distant units trying to get to you will screw everything up.    Conversely, if you have only two or three loons to look after because there are loads of other medics then the mission will be too boring.    Somewhere in the middle you should be able to find the right balance, but the only way you will find it is with lots and lots of playtesting.    Which is good becuase it means you get to play a lot.

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Offline THobson

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Re: Medic mission
« Reply #3 on: 18 Aug 2006, 11:23:27 »
Creating bullets is a good way to damage specific parts of a unit, but it can be a bit fiddly to ensure it works correctly in all situations, when the unit is: running/walking/laying prone etc.

To injure a group of soldiers sufficiently that they cannot stand up you could play around with something like:

{while {canStand _x} do {_x setDammage (getDammage _x) + 0.01}} forEach units groupname

If you want them to be in this condition from the outset you could put this in the init field of the group leader:

{while {canStand _x} do {_x setDammage (getDammage _x) + 0.01}} forEach units group this

That way you don't need to use setUnitPos you just rely on the OFP engine doing its stuff.  This will fix your issue 4. as well.  As mac says - work with the engine.


EDIT:

Actually it should be possible to combine this with Cheetah's suggestion of creating bullets.  In the do {  } block of code instead of doing a setDammage you could try creating bullets.  This is a technique I used to have a damaged vehicle with a single flat tyre.  It might be more complicated with two legged units as the they move to a prone position when they are damaged so badly they cannot move.  You need to take care that the last bullet dosn't kill them.

« Last Edit: 18 Aug 2006, 11:51:10 by THobson »