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Medical AI #4311
Medical AI #4311
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if ((_this getVariable [QGVAR(treatmentOverAt), CBA_missionTime]) > CBA_missionTime) exitWith {}; | ||
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private _needsBandaging = ([_this] call EFUNC(medical,getBloodLoss)) > 0; | ||
private _needsMorphine = (_this getVariable [QEGVAR(medical,pain), 0]) > 0.2; |
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These two conditions are the same in multiple places. Should we convert those to a macro?
lgtm |
congratz @BaerMitUmlaut |
awesome ! I'm tearing up here. Nice job. |
Does the AI revive itself now (with basic of course) ? and does it work with Alive ? |
Yes. No idea if it works with Alive, but I don't see why not. |
Another reason I wanted to add a setting for medical ai was just in case it caused problems with AI mods |
If enableRevive is set to 1, will an AI medic revive a downed player? |
Nope. |
Is there anything I can change to make that happen, or do I just need more On Thursday, 22 September 2016, BaerMitUmlaut notifications@github.com
Sent from my iPhone |
The Medical AI currently simply does not know how to deal with the revive state. |
When merged this pull request will:
Some details on the implementation: