The Evacuation addon allows player casualties to be converted into AI ones, the players are then able to reinforce at a pre-defined location and the casualty evacuated at a later point.
This reinforce point needs to be defined to set where the players will be teleported to after conversion, this should be at a pre-established friendly position, preferably close to a transport method the players will use to get back.
The evacuation object needs to be defined to allow the casualty to be evacuated and to return the used casualty ticket, this should be at a pre-established friendly position, potentially inside a medical building.
Additionally if use of respawn tickets is desired (recommended), respawn ticket subtraction needs to be enabled in the mission attributes.
[this] call ACM_evacuation_fnc_defineEvacuationPoint
this
is the interaction object[this] call ACM_evacuation_fnc_defineReinforcePoint
this
is the reference objectEnable ticket subtraction upon unit death, this will make player and converted casualty deaths in the player faction consume respawn tickets.
The casualty spawner allows easily adding a way to spawn casualties with varying severity for training purposes.
The reference object needs to be created to set where the casualties will be spawned.
The training computer object needs to be created to allow the player to spawn casualties at the set severity.
ACM_mission_TrainingSpot1
).
[this, variable] call ACM_mission_fnc_initTrainingComputer
this
is the interaction object, and variable
is the variable name of the reference object (eg. ACM_mission_TrainingSpot1
).The full-heal tent allows easily adding an object that can fully heal select or all units inside it.
The (tent) object itself needs to be created to define the area inside which units can be healed.
[this] call ACM_mission_fnc_initHealTent
this
is the tent object.
In a larger objects like the tent the ACE interaction will be floating inside in the center of the object.
The custom blood type list allows overwriting SteamID-based blood types, and setting specific blood types for each player, for example based on the player’s real blood type.
A function needs to be entered into the mission init field which will define the set blood types of select SteamIDs.
[[["<STEAMID>",<ID>]]] call ACM_mission_fnc_createCustomBloodTypeList;
Blood Type | ID |
---|---|
O+ | 0 |
O- | 1 |
A+ | 2 |
A- | 3 |
B+ | 4 |
B- | 5 |
AB+ | 6 |
AB- | 7 |
[[["76561197960287930",1],["76561195961284930",4]]] call ACM_mission_fnc_createCustomBloodTypeList;