1 Q is an simple question, I think
I have made a script with 3 parameters :
1)Name of the group
2)number used for a delay.
3), name of the medic from that group
The script starts when the medic's dead but I want it to work when there"s no medic at all so that second parameter become optional.
;;slow_ones_die
_grp = _this select 0
_delay = _this select 1
_med = _this select 2
_units = units _grp
_c = count _units
_t = 0
crawlagain = false
@!alive _med OR ??
#start
_who = _units select _t
?crawlagain : exit
?"alive _x" count units _grp <= 0 :exit
?!canstand _who && alive _who && _who != player : goto "killhim"
~1
_t=_t+1
?_t == _c : _t = 0
goto "start"
#killhim
~1
?crawlagain : exit
?!alive _who : goto "start"
~_delay + (random _delay)
_who setdammage 1
goto "start"
The script kills a unit that lost the ability to walk after the medic in his group is dead.
2th Q
Infact the setdammage 1 is too drastic imo .
I want something like _who setdammage (Getdammage _who + 0.01) to simulate slow bleeding to death and delete the second parameter so can the script run faster
But when I use that setdammage line, the leader ressurect when he's shot in the legs. Somebody said me Setdammage does not maintain local dammage, the fact he was shot in the legs is forgotten.
Is there something I can do about it?