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Captive escort settings / Questions about Repair and Medical Vehicles #4810

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celticalliance opened this issue Jan 6, 2017 · 4 comments
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@celticalliance
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Arma 3 Version: 1.66 (stable)
CBA Version: 3.1.2
ACE3 Version: 3.8.3

Mods:

  • @CBA_A3
  • @ace

Description:

  1. Is there a way to disable the option to escort captives by way of using setVariable in the unit's init? We would like to disable escorting of specific units but by scripting instead of using any applicable modules. How do we proceed to get this done?

  2. Can any of you tell me how to use setVariable in a vehicle's init to set a vehicle as a medical vehicle and some other vehicles as repair vehicles?

  3. How exactly do we have to use the vehicles set up as medical and repair vehicles? What are the requirements to use these vehicles as such?

Placed Modules:

  • None
@PabstMirror
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  1. Not sure if this is possible. You can see the condition checks here https://github.com/acemod/ACE3/blob/master/addons/captives/functions/fnc_canEscortCaptive.sqf

  2. this setVariable ["ace_medical_medicClass", 1] // make any vehicle a medical vehicle
    this setVariable ["ACE_isRepairVehicle", 1] // make any vehicle a repair vehicle

  3. It largely depends on the settings used. For example, you can only allow "Full Repair" when near a repair vehicle. Similar options exist for medical treatments.

@celticalliance
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Thank you for the reply Pabst.

As for question #1, I mistook the intention of our mission creators in that regard. They want to know if it is possible to use setVariable to disable taking the unit prisoner. Some people like to take a certain unit prisoner and place him somewhere where it can't be found, which breaks a feature in the mission, and they want to prevent it by disabling the take prisoner option.

@celticalliance
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celticalliance commented Jan 10, 2017

Also, and this is just a sidenote, it would be extremely helpful if there was a list with this sort of info. Right now we are going through all the code but don't even know where to start to find this info. It is quite frustrating to be honest.

To clarify: we are looking at this QGVAR(CaptivityEnabled) thing somewhere in the Captives code and are now wondering if that points to a variable we can use in the unit's init to disable taking this unit prisoner, but can't find where this QGVAR thing is defined.

Update #1: we get the QGVAR thing now. Hopefully there is a simple solution to our issue by just using setVariable.

@celticalliance
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Pabst, we figured out a solution to our issues. Thank you for your help :)

@bux bux closed this as completed Jan 15, 2017
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