Home   Help Search Login Register  

Author Topic: Soldiers to have the power of Medics  (Read 727 times)

0 Members and 1 Guest are viewing this topic.

GingaWRATH

  • Guest
Soldiers to have the power of Medics
« on: 31 Oct 2003, 08:36:02 »
How could i make a Soldier have the Power to heal other soldiers with out him being a Medic.??


Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Soldiers to have the power of Medics
« Reply #1 on: 31 Oct 2003, 13:55:01 »
You need a little script.    When the script is activated, say by radio trigger, the fake medic moves towards the casualty.   When they are a certain distance apart the both parties perform the appropriate playmove animation and the casuaty gets a setdammage 0 command.

Alternatives are to use for example the blackop medic addon unit, or a morphine script whereby each loon can heal himself once.
Plenty of reviewed ArmA missions for you to play

GingaWRATH

  • Guest
Re:Soldiers to have the power of Medics
« Reply #2 on: 31 Oct 2003, 18:57:50 »
I know what you mean. I have each soldier with a built in Medi Kit in his inventory. But that only lets him heal his self. i want to make it so any of my soldiers can Heal the other guys. but not be medics. I know it can be done. :'(

Offline jojimbo

  • Members
  • *
  • I'm a BIG FAT LAZY llama!
Re:Soldiers to have the power of Medics
« Reply #3 on: 04 Nov 2003, 04:50:42 »
in the soldiers cpp enter this line
attendant=1;
he will then be able to help his buddies

Torak

  • Guest
Re:Soldiers to have the power of Medics
« Reply #4 on: 04 Nov 2003, 11:19:53 »
In real life you'd use the injured person's own field dressing; in Sweden it's always carried in the right thigh pocket, so you always know where to find it. Similarly, the nerve gas autoinjector is carried in the right breast pocket in the jacket, and so on.

But I agree; the inability to use a field dressing is one of the major failings of OFP.

GingaWRATH

  • Guest
Re:Soldiers to have the power of Medics
« Reply #5 on: 04 Nov 2003, 23:41:53 »
I couldn't seem to get the attendant=1; to work. I must add that im using version 1.46 in this co op.