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[Feedback wanted] ACE Medical Tweaks

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Posted: Tue Sep 08, 2015 8:24 am     Super secret spam barrier
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V3 has not been tested yet right? Bit since it is basically V1 with with the addition of medical vehicles/buildings I would go for it. This would not make the medic overly important but also not useless and it is opening the door for people who like to play supporting roles like MERT etc.

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Posted: Tue Sep 08, 2015 9:59 am     Super secret spam barrier
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Correct me if I'm wrong but V3 has the settings that make the use of Paks for anyone but in vehicles and facilities? Meaning they're not available in the field? 

Slightly odd, talks to pixels.


Posted: Tue Sep 08, 2015 10:22 am     Super secret spam barrier
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DangerousDiz wrote:
Correct me if I'm wrong but V3 has the settings that make the use of Paks for anyone but in vehicles and facilities? Meaning they're not available in the field? 

As far as I have understood it. V3 is V1 with the exeption that also "non-medics" can use the PAK when they are inside a medical vehicle or building. Meaning that you can solve a situation like this:

1-1 has like 80% of their members injured and only one medic avaible (or not avaible at all). A lot of the players would require a PAK to be fully effective again.
SL can call in MERT Helo that is arriving and he can load up the injured people and the MERT crew and the rest of the section can take care of the section in a relatively short ammount of time (because a lot more people can use the PAK now).


Thinking about it, It would also be nice if it is possible to extend the "death timer" on a player if he is inside a medical vehicle/building. That could to some extend simulate the fact they are now more or less stabilized more effectively as in the field.


Posted: Tue Sep 08, 2015 1:17 pm     Super secret spam barrier
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Here is my experience:

Mission 1:
From medic`s perspective: My assistance is only required to fix broken legs. Because when soldier is been shot, he whether dead or he can patch himself.
Pace: Fast, you don`t have to play theme hospital any more. If ppl are going rambo they will die.
Enjoyability: Even if you are careful, you will most likely die if been shot. If Whiskey is available, it is fine. If not, it is annoying to drive back 10km to AO.

Mission 2:
From medic`s perspective: My first thoughts. Finally! I don't have to sit behind the group. if I get shot anyone can patch me up.
Pace: Fast as well.
Enjoyability: Same. Plus i have not get the broken legs.

I am looking forward to see Mission 2.5 with "prevent insta-death: Yes" and see how long section can survive in distant AO.
Can Mission 3 be tested in different map?


Posted: Tue Sep 08, 2015 5:50 pm     Super secret spam barrier
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@MeFirst the settings for Paks available are: 
Level to use Paks:- Anyone, Medic, Doctor.
Condition of Pak:- Anytime, Stable.
Location of Pak:- Anywhere, med vehicles, med facilities, vehicles and facilities.
There's no option to allow anyone to use Paks in a vehicle or otherwise separate to medics. Either paks can be used by anyone, or medics only.
Paks can be used in the field or are restricted to vehicles etc. So I'm taking from this that V3 will be Paks can be used by anyone and only in vehicles and facilities.
There might be a way to create an event handler that elevates a player to medic status and then restores his normal roles whilst near a vehicle etc. But it'll be a scripted work around. 

Slightly odd, talks to pixels.


Posted: Tue Sep 08, 2015 6:58 pm     Super secret spam barrier
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DangerousDiz wrote:
@MeFirst the settings for Paks available are: 
Level to use Paks:- Anyone, Medic, Doctor.
Condition of Pak:- Anytime, Stable.
Location of Pak:- Anywhere, med vehicles, med facilities, vehicles and facilities.
There's no option to allow anyone to use Paks in a vehicle or otherwise separate to medics. Either paks can be used by anyone, or medics only.
Paks can be used in the field or are restricted to vehicles etc. So I'm taking from this that V3 will be Paks can be used by anyone and only in vehicles and facilities.
There might be a way to create an event handler that elevates a player to medic status and then restores his normal roles whilst near a vehicle etc. But it'll be a scripted work around. 

Not by default but we may have somebody working on stuff like that. :P


Posted: Tue Sep 08, 2015 7:29 pm     Super secret spam barrier
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Yup, there is. We just haven't tested it yet.

Goodson wrote:
Mission 3 (Advanced)
Identical to Mission 1 with the addition of:
- Non-medics can temporarily become medics when inside a medevac vehicle (air + land).

This allows for medding even when a medic isn't available (i.e. unconscious or dead).

;)

"To achieve great things, two things are needed; a plan, and not quite enough time." - Leonard Bernstein
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Posted: Tue Sep 08, 2015 10:13 pm     Super secret spam barrier
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Goodson is being cryptic DangerousD...we've found a way to change ACE variables using scripted code so that anyone entering a medical vehicle gets medic abilities while inside (or alternatively in the vicinity). It's surprisingly easy to implement. 


Posted: Tue Sep 08, 2015 10:34 pm     Super secret spam barrier
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Player damage: 3

Is this damage enemy does to player? and if why up 3x?

My english is very best.


Posted: Tue Sep 08, 2015 10:43 pm     Super secret spam barrier
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Klawc wrote:
Player damage: 3

Is this damage enemy does to player? and if why up 3x?

from the module tooltip:
"What is the damage a player can take before being killed"


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