Modified the Defibrillator revive code to take energey instead. No item needed. Added a heal function if the player is over 50% food and drink.
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@ -17,6 +17,27 @@ private ["_item","_energyneeded","_totalDefis","_CurDefiArr"];
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params ["_unit"];
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if (isplayer _unit) then {
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_energyneeded = 100;
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if (EPOCH_playerEnergy - _energyneeded > 0) then {
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_output = ["Energy", -_energyneeded] call EPOCH_giveAttributes;
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_unit spawn {
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player playMove 'AinvPknlMstpSnonWrflDnon_medic0';
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player playMove 'AinvPknlMstpSnonWrflDnon_medicEnd';
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uisleep 8;
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if (alive player && isplayer _this) then {
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[_this,player,Epoch_personalToken] remoteExec ['EPOCH_server_revivePlayer',2];
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};
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};
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} else {
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['Not enough energy to revive',5] call Epoch_Message;
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};
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}
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else {
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['This Player can not be revived',5] call Epoch_Message;
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};
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/*
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if (isplayer _unit) then {
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_item = 'ItemDefibrillator';
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if (_item in magazines player) then {
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@ -54,4 +75,5 @@ if (isplayer _unit) then {
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}
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else {
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['This Player can not be revived',5] call Epoch_Message;
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};
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};
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*/
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@ -46,7 +46,7 @@ if !(alive player && alive _playerObject && !isPlayer _playerObject) then {
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// wait for loadAbs to sync
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waitUntil {_loadAbs isEqualTo (loadAbs _playerObject)};
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_goggles = goggles _playerObject;
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// switch to new playerObject
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@ -56,7 +56,8 @@ if !(alive player && alive _playerObject && !isPlayer _playerObject) then {
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deleteVehicle _prevPlayerObject;
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// set token and can revive to false
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Epoch_canBeRevived = false;
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//Updated by Zepheris Epoch_canBeRevived = true;
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Epoch_canBeRevived = true;
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Epoch_personalToken = _personalToken;
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// reset blood Pressure to warning level
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@ -92,4 +93,3 @@ if !(alive player && alive _playerObject && !isPlayer _playerObject) then {
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} else {
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deleteVehicle _playerObject;
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};
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@ -10,3 +10,27 @@ if (_forceUpdate || EPOCH_forceUpdate) then {
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EPOCH_forceUpdateNow = false;
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call _fnc_forceUpdate;
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};
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//HeMan health regen values are for 50%
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_ReduceHealth = 0;
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if (EPOCH_playerThirst > 1250) then {
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_ReduceHealth = _ReduceHealth + EPOCH_playerThirst*0.00001;
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};
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if (EPOCH_playerHunger > 2500) then {
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_ReduceHealth = _ReduceHealth + EPOCH_playerHunger*0.00001;
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};
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_highestDMG = damage player;
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_alldmg = ((getAllHitPointsDamage player) param [2,[]]);
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{
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_currentDMG = _x;
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if (_currentDMG > _highestDMG) then{
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_highestDMG = _currentDMG;
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};
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} forEach _alldmg;
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if (_highestDMG > 0) then {
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_MaxNewDmg = (_highestDMG - _ReduceHealth) max 0;
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player setdamage ((damage player) min _MaxNewDmg);
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{
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player setHitIndex [_foreachindex,_x min _MaxNewDmg];
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} foreach _alldmg;
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};
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