Dead Men Walking

Forum Archive 2023 => ARMA => dMw Gaming => Gaming Archive => Mission Review => Topic started by: TwoBad on April 28, 2015, 09:24:38 PM

Title: Medic
Post by: TwoBad on April 28, 2015, 09:24:38 PM
Our mission on Sunday didn't quite go as planned, well the bit where Toby blew himself up did but the Medic's didn't

I like the concept of limited supplies but didn't like the fact that if we run out of First Aid Kits we can't revive anyone.  To get around this problem i added the two Medic slots, i thought as these guys have a Medikit they will be able to get people up.  However, as we found out this isn't the case.  I figured it would be a variable somewhere but as smilo said, he can't see it and well neither could I.

Having looked into the scripts which make up the Ammo box / Revive etc that we use i found the section which controls the revive and there is no function for the Medikit, it will only ever work as coded with in the standard game.  The revive script only works with the First Aid Kit and takes no account of the unit using it, so while having a Medic with a Medikit lets him do unlimited heals once he's out of FAKs that's all he can do.  So it would make more sense for him to ditch the Medikit and carry another 10 FAKs.

The definition of these two items is:   First Aid Kit - Use to treat heavy wounds.
Medikit - Enables the treatment of any wounds.


It makes far more sense to me that a Medic with a Medikit can do more than a normal unit with a FAK so i have re-written the revive script to do just that.

The script will now check which unit is preforming the revive.
Any unit other than a Medic can still use FAKs as normal and they can't use a Medikit.
When a Medic does a revive or heal the script will check if he has a Medikit, if he does then this will be used irrespective of whether or not he has a FAK.  If he does have a FAK then this will remain in his inventory for him to give to other units should they run out.
If for some reason the Medic doesn't have a Medikit it then checks for a FAK and uses that as normal.

This will now mean even if we do all run out of FAKs we still have a way of getting people up provided we don't let the Medic get one in the back.  I think this change will make the Medic unit a far more valuable asset particularly when playing a limited resource mission.

If any of our mission makers wants a copy let me know, i'll also pop it in the Dropbox.
Title: Medic
Post by: OldBloke on April 28, 2015, 10:13:22 PM
Excellent solution, TwoBad. We can always tweak a bit more should we think the medikit is too powerful.
Title: Medic
Post by: Tutonic on April 28, 2015, 10:30:37 PM
Very nice, good work TwoBad. Standard operating procedure will now be:

1. Assign Smilo to the Medic role.
2. Assign somebody to sit on him waaaaaaay behind everyone, out of harms way.
3. ......
4. Profit.
Title: Medic
Post by: Sparko on April 28, 2015, 11:58:23 PM
Nice one twobad, I'll pinch a copy of the script from the Dropbox, I've had an urge recently to create a new mission and this will suit what I have in mind :thumb:
Title: Medic
Post by: BrotherTobious on April 29, 2015, 12:27:29 AM
Outstanding mate your a real asset to this community thanks for your efforts

Sent from my Nexus 5
Title: Medic
Post by: Chaosphere on April 29, 2015, 02:36:52 AM
A medic role you say?

Seems like my sort of thing.

Good work twobad! Love the freedom this game gives you to reengineer it as you see fit!
Title: Medic
Post by: smilodon on April 29, 2015, 06:42:13 PM
Outstanding that man. I'll have the script as well thankyou kindly.

I do remember an old system (Arma 2 I think) where a FAK could be used by anyone to get a player on their feet. They couldn't aim straight or move faster than a walk but they were up and mobile. Then only a medic with a medic kit could get them back to full strength. It meant players could revive the medic(s) but the medic was still crucial to the game. I wonder if we could get that working again. I assume we'd need some way to set fatigue to max for a player healed with a kit which would make aiming and running impossible. It would have to be persistent and fixed only by the medic with the kit. I'll have a tinker but fear this is beyond my skills, if it's even possible at all.

I actually tend to play medic currently, in that I load up with 20 odd FAK's rather than launchers, rockets etc. The critical thing is that any medic working under this system has to be very disciplined to stay out of the fight completely. I would expect their kill count to be close to zero most of the time. As I can't shoot a barn door from five feet anyway this role would suit me to a tee.
Title: Medic
Post by: TwoBad on April 29, 2015, 08:49:28 PM
INS_revive_v0.3.1_modded.Altis is in the Dropbox
Title: Medic
Post by: Sparko on April 29, 2015, 10:45:22 PM
Quote from: TwoBad;398372INS_revive_v0.3.1_modded.Altis is in the Dropbox

Cheers mate :thumb:
Title: Medic
Post by: Sparko on April 29, 2015, 10:45:23 PM
Quote from: TwoBad;398372INS_revive_v0.3.1_modded.Altis is in the Dropbox

Cheers mate :thumb: