Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
[objNull, this] call ace_medical_fnc_treatmentAdvanced_fullHeal;
now is called ace_medical_treatment_fnc_fullHeal
here is a exemple:
heal player:
[objNull, player] call ace_medical_treatment_fnc_fullHeal
heal unit in the init
[objNull, this] call ace_medical_treatment_fnc_fullHeal
Thanks for this, but this actually heals everyone in the server, do you know how to make so it only heals the person activating the trigger?
May work?
{[objNull, _x] call ace_medical_treatment_fnc_fullHeal} forEach thisList
Otherwise, it works like a charm.
and in "heal.sqf" :
[objNull, player] call ace_medical_fnc_treatmentAdvanced_fullHealLocal;
inside of "heal.sqf" you need:
[objNull, player] call ace_medical_treatment_fnc_fullHeal;
instead of what you have.
I assume this is a singleplayer mission, but if it isn't, you may want to add the condition:
"((_target distance _this) <0.1)"
this will allow everyone except the person it is executed on to use it
Also it wont work after you die if you have respawns, to fix just put the code in initPlayerLocal.sqf inside onPlayerRespawn.sqf
Hope this helps.