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After much bad language, effort and time, I have pretty much been able to totally isolate the wounded/drag section of SLX from the rest of it. Currently, I cant get the AIs to go and help wounded people, but Im working on it.

It features:
When a soldier is hit, he lies on the ground, wounded until given first aid, or healed.
Dragging of wounded or dead soldiers.
Burying of dead soldiers.


This is a work in progress, I have had no problems with it so far however, it is one of the more stable sections of SLX. But if your comp dies, its not my fault.

http://postdownload.filefront.com/136842...2b637fd2ef
Have fun making this multiplayer proof  Wink
I tried to include a bury dead soldiers action in one of my MP mission once ("Take dogtag" and then bury the body) but I scripted it so sloppy that it did not work very well on a dedicated server  Big Grin
I dont need to, Solus has already done it for me. If you look in the readme, this seems to be one of the more stable sections in SLX. In multi, for the wounds section at least, the big problem was weapons being dropped.
MJ the link doesnt work....
It does work, its just Filefront is being a bit odd, Ill sort it out when I get home from work, ill also post the line you have to add to troops to get it to work as well, which I seem to have forgot.

I also managed to get it so the AI drag and attempt first aid as well.
Here is the current version:
http://www.megaupload.com/?d=TT2LY1SW

And here is the line you add to units to make it work.
;this addEventHandler [{Dammaged},{[_this select 0] exec {\MJO_drag\Wounded.sqs}}]
A new version, massively improved over the old.
Features:
1. Massively less lag in large engagements due to a eat little "Triage" script for use on AI.
2. Removed AI goig to take weapons and dragging allies due to being aimed at MP.
3. Automatically causes uits who have been critically injured after 10 minuites.
4. Added the ability to drag a soldier who cant walk, even if he is not critically injured.

Here is the link.

http://files.filefront.com/13741707
Does the AI still drag and heal its enemies like it does in the original SLX?
No, it also doesnt do that for allies either. It doesnt do that because I found it induces massive lag once more tha 10 people were down o the groud, especially i 3 or 4 differet groups, because there is so much the script has to check.
Can you perhaps make AI do it for allies for a single player mode?
Im just working on the finishing touches of a version which is not only almost completely definately MP compatible (needs testing on something other than LAN, but should work as its piggybacking on WGL bleed scripts), but also ready built into WGL, meaning no conversion of missions needed. Im just gonna do some testing, then Ill upload it in about 2-3 hours maybe.
Sounds really good MJ.
http://files.filefront.com/13810127

Here is what seems to be the final version. It works in MP, the only way I could find to do it was to make it be added to the units eventhandlers in the main config. But Ive included a backup config just in case. Also, Ive added a way to track what casualties have been disposed of. All that is needed for this is for at some point during the start of the mission to add in MJO_bfclearance = []. The way I do it is to add it into an init line on one of the units. Then, units which are Triaged or buried are added into this array. It really needs some rigerous testing, but most of it is based upon Solus' work, so most of the credit should go to him.