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278e7fa800
* Initial commit medical AI * Finished non-healing functions * Initial work on self healin * AI healing * Finished medical AI for basic medical * Finito * Fix for dead units, medic not being close enough * Make ace_medical required * Fixed double systemChat * Made AI units able to heal players * Fixed wound treatment * Fixed medic movement * Made units heal themselves earlier
28 lines
675 B
Plaintext
28 lines
675 B
Plaintext
/*
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* Author: BaerMitUmlaut
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* Checks if there is a medic available in the unit's group.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* Can request medic <BOOL>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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// Note: Although an unconscious unit cannot call for a medic itself,
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// we ignore this here. We need to "notice" the medic that he should
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// treat other units, or else he won't do anything on his own.
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if ([_this] call EFUNC(medical,isMedic) || {vehicle _this != _this}) exitWith {false};
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{
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if ([_x] call EFUNC(medical,isMedic)) exitWith {
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_this setVariable [QGVAR(assignedMedic), _x];
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true
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};
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false
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} forEach (units _this);
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