// init_related_scripts.sqf ArmA2 revive // � AUGUST 2010 - norrin // Functions // Added pvEH - scripts modified to remove the need for sending long strings via setVehicleInit to reduce network traffic && JIP load - 04072010 // INCLUDE REQUIRED GAME CODES #include "\ca\editor\Data\Scripts\dikCodes.h" //Settings private ["_id","_rnd","_lowBlood"]; usec_bandage_recovery = 5; //time to recover after bandaging //"colorCorrections" ppEffectEnable true; //"dynamicBlur" ppEffectEnable true; //[man2] call fnc_usec_damageHandle; //[player] call fnc_usec_damageHandle; //random morphine chance //Epi pen not working chance //Water Unconscious handling // localize "CLIENT: Medical System Initiated"; while {true} do { //hintSilent format["Injured: %1\nUnconscious: %2 (%7)\nBlood: %5\nPain: %6\nMust Evac: %8\nHandler: %3\nAction: %4\nLeg Damage: %9\nArm Damage: %10\nInfected: %11",r_player_injured,r_player_unconscious,r_player_handler,r_action,r_player_blood,r_player_inpain,r_player_timeout,r_player_dead, player getVariable ["hit_legs",0], player getVariable ["hit_arms",0],r_player_infected]; if (r_player_blood <= 0) then { [player,900] call fnc_usec_damageUnconscious; _id = [dayz_sourceBleeding,"bled"] spawn player_death; }; if ((r_player_blood <= 3000) && !r_player_unconscious) then { _rnd = random 100; if (_rnd > 99) then { [player,((random 0.1) + 0.2)] call fnc_usec_damageUnconscious; }; }; //Handle Unconscious player if ((r_player_unconscious) && (!r_player_handler1)) then { //localize "CLIENT: Start Unconscious Function"; [] spawn fnc_usec_unconscious; }; //Handle player bleeding if ((r_player_injured) && (!r_player_handler)) then { r_player_handler = true; sleep 1; //localize "CLIENT: Start Player Bleeding"; [] spawn fnc_usec_playerBleed; //publicizes the blood value at regular intervals [] spawn fnc_med_publicBlood; }; //Handle player infection if ((r_player_infected) && (!r_player_handler)) then { r_player_handler = true; sleep 1; [] spawn fnc_med_publicBlood; }; //Low Blood Effects if (!r_player_unconscious) then { if (((r_player_blood/r_player_bloodTotal) < 0.35)) then { r_player_lowblood = true; playSound "heartbeat_1"; addCamShake [2, 0.5, 25]; if (r_player_lowblood) then { 0 fadeSound ((r_player_blood/r_player_bloodTotal) + 0.5); "dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [4]; "dynamicBlur" ppEffectCommit 0.2; }; sleep 0.5; if (r_player_lowblood) then { "dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [1]; "dynamicBlur" ppEffectCommit 0.5; }; sleep 0.5; _lowBlood = player getVariable ["USEC_lowBlood", false]; if ((r_player_blood < r_player_bloodTotal) && !_lowBlood) then { player setVariable["USEC_lowBlood",true,true]; }; }; }; sleep 1; }; endLoadingScreen;