SilentSpike
0e50aca9d8
Add support to toggle allowDamage ( #6266 )
2018-07-18 19:31:29 +01:00
SilentSpike
34eb5553ea
Move scream and moan sounds to medical feedback ( #6438 )
...
* Move scream and moan sounds to medical feedback
* Move vanilla feedback overrides to medical feedback
* Update all function calls
* Use events to avoid a dependency
2018-07-18 19:21:27 +01:00
SilentSpike
4466f9e785
Strip medical component ( #6442 )
...
* Move litter to `treatment`
* Move eden object attributes to `treatment`
* Move treatment items to `treatment`
* Move bodybag handling to `treatment`
* Move state conditions to `statemachine`
* Move radio addon handling to `feedback`
* Move medical macros to `engine`
* Move medical extension to `damage`
* Fix texture and material paths after move
* Remove duplicate medical menu config
* Remove old faction class
* Remove a bunch of old code
2018-07-18 19:13:25 +01:00
Bismarck
e566cbf35a
Fixes damage redirection issues ( #6231 )
...
Units accumulate damage in the local variables
"ACE_Medical_Engine_$HitXXXX", but these are never reset. The way these
vars are used is as a single-damage-event tracker, and the end result of
not resetting their value when they're done being used is that a
specific $HitXXXX can accumulate enough damage to cause the "select
wound with highest damage" code to always select _it_ for the next wound
event, even if it wasn't the primary target of the last wound event.
I.E. I get shot in the right leg badly. If I then get winged in the left
arm, that wound will end up on my right leg, because when the code runs,
it finds QGVAR($HitRightLeg) > QGVAR($HitLeftArm), and so it applies the
wound to the right leg.
2018-07-16 23:49:06 +02:00
Glowbal
6576e5d014
Fix linting error
2018-07-15 16:28:39 +02:00
Glowbal
9d2e76e67a
More component name fixes and small clean up
2018-07-15 16:24:04 +02:00
commy2
306c449986
implement pr #5385
2018-01-02 16:36:17 +01:00
commy2
6520fdb624
implement pr #5385
2018-01-02 16:34:13 +01:00
PabstMirror
6aa32ce811
Fix setUnconsciousAnim error
2017-09-23 11:46:48 -05:00
PabstMirror
382028e662
Fix updating body part visuals ( #5141 )
2017-06-08 13:50:38 -05:00
PabstMirror
f369ffaa04
Med rw handle fire damage ( #5100 )
...
* Bundle fire damage into bigger chunks
Redo #4223
* Use same values
* Decrease combine cuttoff to 0.1
2017-06-05 11:42:00 -05:00
PabstMirror
e3af1b55a5
Merge branch 'medical-rewrite' into medical-rewrite-effects
2017-03-18 09:56:42 -05:00
PabstMirror
d403f20d71
Adjust addDamageToUnit for rewrite
2017-03-06 15:06:01 -06:00
PabstMirror
97ec22bd9a
Switch heartbeat to waitAndExec, allow switching pain settings
2017-02-18 22:11:40 -06:00
PabstMirror
b87bdfe14a
Fix body-bag action / cleanup
2016-12-09 21:03:52 -06:00
PabstMirror
c431a7d236
Ignore UAV AI hitpoints
2016-12-08 15:53:52 -06:00
ulteq
78bfc0c26d
Simplified damage storage
2016-12-08 11:38:43 +01:00
ulteq
45aa80bed7
Fix leg damage always counted as #vehiclecrash
2016-12-07 16:39:22 +01:00
ulteq
a5ce5b4a34
Medical Rewrite - Continued ( #4744 )
2016-12-05 21:34:20 +01:00
commy2
347be3c222
handle vehicle crashes and add wounds for fall damage
2016-10-20 15:02:24 +02:00
commy2
0370a34672
remove some debug
2016-10-20 12:43:57 +02:00
commy2
f2dfc6dc0e
fixes, tweaks
2016-10-13 20:17:21 +02:00
commy2
5965326ca1
merge basic and adv. bandage actions
2016-10-13 09:47:52 +02:00
commy2
fd6e46b622
make waking up rocket soldier kneel not stand
2016-10-13 01:42:32 +02:00
commy2
71884778dd
animation fixes
2016-10-13 01:16:51 +02:00
commy2
e38845bf45
add ace_kill event handler
2016-10-12 23:20:22 +02:00
commy2
a5d070f829
blood and unconsciousness fixes
2016-10-12 21:59:32 +02:00
commy2
3521bca00b
change blood texture threshold
2016-10-10 15:22:59 +02:00
commy2
b0c0156d75
reduce some overhead
2016-10-07 05:10:43 +02:00
commy2
4bc1c1db56
handle blood visuals
2016-10-07 04:21:01 +02:00
commy2
56c77fed94
prep for new pain aim sway method
2016-10-06 23:44:14 +02:00
commy2
e9586ebccc
use common header file for medical components
2016-10-06 22:40:36 +02:00
commy2
5613ec5d5a
treatment functions and unconsciousness rework
2016-10-06 00:54:57 +02:00
commy2
5875f58604
use new macro
2016-10-02 17:50:17 +02:00
commy2
c93e9e3f3b
fix playSoundInjured wrong args
2016-09-30 13:03:43 +02:00
commy2
bd98e44a94
simplify
2016-09-30 11:52:05 +02:00
commy2
77f21e9441
add some more functions to engine component
2016-09-30 11:23:07 +02:00
commy2
36d244a868
'modernize' primary treatment functions, fix animation issues, add anim speed scaling
2016-09-29 16:00:19 +02:00
commy2
20d00d7cd9
make units scream when they're hit
2016-09-27 21:21:44 +02:00
commy2
5e35204811
woundHandler(SQF), fixes, improvements, more consistent variable naming
2016-09-27 17:29:49 +02:00
commy2
0637a7401e
travis pls
2016-09-26 20:52:08 +02:00
commy2
c21323f9ed
travis
2016-09-26 20:45:29 +02:00
commy2
9f6baca424
port injury parse fnc to medical damage
2016-09-26 20:25:14 +02:00
commy2
8fd7e8335a
simplify and fix medical engine damage
2016-09-26 19:59:00 +02:00
commy2
80232c39cc
add todo note
2016-09-26 19:07:14 +02:00
commy2
4b9873d304
fix various issues with handleDamage engine component
2016-09-26 18:30:39 +02:00
Glowbal
9263cb0f7d
Fix handleDamage not working
2016-09-18 14:05:05 +02:00
Glowbal
811e1cd598
First set up clean up for medical rewrite
2016-09-18 12:05:36 +02:00
commy2
2ac52fb430
remove static fix from vmedical component
2016-08-27 08:50:55 +02:00
commy2
f793a0d8d1
merge medical engine component into medical rewrite branch
2016-07-30 14:00:42 +02:00