Vaulter Posted June 29, 2013 Share Posted June 29, 2013 When you lay bleeding, there is a note at the right top of the screen about nearest medics when nearest medic in vehcile ("medic truck, ambulance") he doesn't count here. Link to comment Share on other sites More sharing options...
Hondo Posted June 30, 2013 Share Posted June 30, 2013 Yep I can confirm this is true. Link to comment Share on other sites More sharing options...
kamaradski Posted July 2, 2013 Share Posted July 2, 2013 yep this is a know feature lack (or bug) of the revive script used Link to comment Share on other sites More sharing options...
Vaulter Posted July 2, 2013 Author Share Posted July 2, 2013 what about such patch diff --git a/=BTC=_revive/=BTC=_functions.sqf b/=BTC=_revive/=BTC=_functions.sqf index 12d93af..6c200c6 100644 --- a/=BTC=_revive/=BTC=_functions.sqf +++ b/=BTC=_revive/=BTC=_functions.sqf @@ -440,6 +440,16 @@ BTC_check_healer = _men = [];_dist = 501;_healer = objNull;_healers = []; _msg = "No medics nearby."; _men = nearestObjects [_pos, BTC_who_can_revive, 500]; + + if ( count _men == 0 ) then { + _vehs = []; + _vehs = nearestObjects[ _pos, ["AllVehicles"], 500 ]; + { { if ( typeOf _x in BTC_who_can_revive ) then { + _men set [count _men, _x]; + } } foreach crew _x; } foreach _vehs; + }; + + if (count _men > 0) then { {if (Alive _x && format ["%1",_x getVariable "BTC_need_revive" select 0] != "1" && ([_x,player] call BTC_can_revive) && isPlayer _x && side _x == BTC_side) then {_healers = _healers + [_x];};} foreach _men; Link to comment Share on other sites More sharing options...
kamaradski Posted July 2, 2013 Share Posted July 2, 2013 It looks like that will do it, yes Did you submit that commit ? Link to comment Share on other sites More sharing options...
Vaulter Posted July 3, 2013 Author Share Posted July 3, 2013 no, in fact i want that someone more familar with testing and running mission test it carefully also AllVehicles is quite wide class, maybe ["Car", "Motorcycle", "Tank", "Helicopter", "Plane", "Ship"] would be more suitable. Link to comment Share on other sites More sharing options...
Vaulter Posted July 3, 2013 Author Share Posted July 3, 2013 to avoid temporary useless variables: if ( count _men == 0 ) then { { { if ( typeOf _x in BTC_who_can_revive ) then { _men set [count _men, _x]; } } foreach crew _x; } foreach nearestObjects[ _pos, ["Car", "Motorcycle", "Tank", "Helicopter", "Plane", "Ship"], 500 ]; }; Link to comment Share on other sites More sharing options...
Rarek Posted July 5, 2013 Share Posted July 5, 2013 This is an issue we'll fix in I&A 3, but we'll be using an entirely different revive system so we won't have to work around this messy code. In the mean time, however, I'd shy away calling nearestObjects; it's a particularly heavy call anyway and running that on each client every frame is gonna sap a good few FPS for players. Link to comment Share on other sites More sharing options...
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