Feature #15979

Any AI should also use medical treatments (bandage, morph, epi), on units in his team

Added by Sickboy about 4 years ago. Updated about 4 years ago.

Status:Closed Start date:12/16/2010
Priority:Normal Due date:
Assignee:Sickboy % Done:

100%

Category:Complex
Target version:1.7
Component:sys_wounds Affected Version:
Close Reason:

Description

This was not implemented because it requires a looping script per AI, like the AI medics have.
However we could actually use the already running stateHandler of the damaged unit to ask support from the other AI in his group, when no medic is available.
Perhaps the ai-attend for medic could also use this method..

ace_sys_wounds-_15979-3.7z (4.9 MB) Sickboy, 12/17/2010 09:19


Related issues

related to A.C.E. for OA - Feature #15879: Wounds Overhaul: Part-1; Core Closed 12/12/2010

Associated revisions

Revision 83fb133d
Added by Sickboy about 4 years ago

~ ADDED: AI will automatically apply medical items, to unconscious units of his group near him in need of medical assistance, buddy healing supported. Can be disabled with ace_sys_wounds_auto_assist = false. closes #15979

Revision e11e3450
Added by Sickboy about 4 years ago

No can do; busy :-) refs #15979

Revision cf22656a
Added by Sickboy about 4 years ago

~ ADDED: AI units can optionally medical assist unconscious unit from any friendly group, enable with; ace_sys_wounds_auto_assist_any = true. refs #15979

Revision cd02f5f1
Added by Sickboy about 4 years ago

CHANGED: Remote AI units now also assist. refs #15979

History

Updated by Sickboy about 4 years ago

  • Status changed from Assigned to Resolved
  • % Done changed from 0 to 100

Updated by Sickboy about 4 years ago

  • Target version changed from 395 to 1.7
  • % Done changed from 100 to 90

The only thing missing is that the helper unit doesn't move to the help requesting unit.
Since AI only helps units near him, I don't think this is a big problem, however will look into it.

Updated by Sickboy about 4 years ago

  • Subject changed from Non medic-AI should also use medical treatments (bandage, morph, epi), on units in his team to Any AI should also use medical treatments (bandage, morph, epi), on units in his team

Updated by Sickboy about 4 years ago

  • File ace_sys_wounds-_15979-1.7z added

If anyone would like to check it out..
It also includes added pain from increased bloodloss by movement and AI bleeding increase by movement, as well as stop adding pain after bandaged.
Also updated the docu, http://ace.dev-heaven.net/wagn/Wounds_Overhaul
specifically; http://ace.dev-heaven.net/wagn/Wounds_Overhaul#Overrides

TODO: Also allow make players who are conscious but have heavy damage and can't heal themselves, to be treated by AI's.

Updated by beta about 4 years ago

Was this code previously only applied to medics (more specifically, units with ace_w_ismedic set to true)?

While making a mission today, I noticed that any unit with ace_w_ismedic as true would ignore any doStop command given to it. Very annoying. Anyway it could be fixed?

Updated by Sickboy about 4 years ago

beta wrote:

Was this code previously only applied to medics (more specifically, units with ace_w_ismedic set to true)?

Yep.

While making a mission today, I noticed that any unit with ace_w_ismedic as true would ignore any doStop command given to it. Very annoying. Anyway it could be fixed?

Will check. Please reconfirm with the latest attached version.

Updated by Sickboy about 4 years ago

  • File deleted (ace_sys_wounds-_15979-1.7z)

Updated by Sickboy about 4 years ago

  • File ace_sys_wounds-_15979-2.7z added

Updated by Sickboy about 4 years ago

  • % Done changed from 90 to 100

Updated by Sickboy about 4 years ago

  • File deleted (ace_sys_wounds-_15979-2.7z)

Updated by Sickboy about 4 years ago

  • File ace_sys_wounds-_15979-3.7z added

Updated by Sickboy about 4 years ago

  • File deleted (ace_sys_wounds-_15979-3.7z)

Updated by Sickboy about 4 years ago

Latest code.

Updated by Sickboy about 4 years ago

  • Status changed from Resolved to Closed

Should be available in the about to be release ACE 1.7 RC1

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