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cws_injury's Issues

Repeated script errors in logs

The following error is shown repeatedly in the logs:

Error ctrlsetstructuredtext: Type Bool, expected Text
File A3\functions_f\GUI\fn_dynamicText.sqf, line 62
Error in expression <text parseText _text;
}
else
{
_control ctrlsetstructuredtext _text;
};

This seems to occur after a player is revived.

Possible location: functions / cws / fn_quote.sqf
Version 1.1.4

Deadly Healing

Sometimes instead of getting the injured back up a healing attempt may result in the instant death of the subject in question.

'It's already too late for this guy' Message Issues

In the current script version this message appears to be showing up for all players. In the mod version (not out yet) this is missing entirely. Need to re-add to the latest codebase and make sure that it only shows up for the current player (check unit == player instead of isPlayer unit)

[Question] How do I utilize the CWS Editor Module?

I was expecting to see something similar to the Zeus interface, with UI components for individual settings. It looks like instead I'd have to write some scripting in the init line of the module.

Do you have an example or reference of using the CWS Editor Module for modifying CWS Config?

The new "revive unit" for Zeus causes a self-healing loop

As per title an AI unit revived with the module will repeat the self-healing animation until it runs out of FAKs.

EDIT: Further testing revealed the following:
Riflemen looped 5-6 times.
CLS looped 2-3 times.
Officer looped 12+ times.
If killed again, only the CLS goes into another loop (probably because of the medkit).
Now don't ask me what's the pattern here. ;)

Zeus interfering with respawning in FSM

Zeus' respawn mechanism is causing issues in the FSM respawn mechanism. Need to find a way around this as it causes the wounding system to just die quietly without anyone knowing. This also causes some clients to still think it's running while on others the FSM is dead.

Damage Unit Module

Need to add a module that is the antithesis of the revive module. This should also set the "healer" variable on the unit to itself so that the bleeding is paused. A config dialog could be added with a checkbox to enable bleedout if needed and to set damage amount.

Firecrackers as Mines

Probably due to the adjustments to players' durability most typical anti-personnel mines don't cause any damage even on point-blanc range.

EDIT: Further testing reveals, that this problem applies for mines placed by Zeus but not ones placed by players.

CLS Healing doesn't complete

When attempting to heal a downed comrade, the process sometimes stops with the "you interrupted the healing process"- message, despite there being no cause for it (no movement of either player, button presses or anything of that sort).

Drag & Carry Attachment Tweaks

Need to adjust the drag and carry attachment offsets and related animations. It works right now but it looks weird and still has a few minor bugs.

Script version initialization

Is there a way to run this as script-only, without the mod?

I tried the following:

  1. Extract 1.1.4 zip
  2. Copy src/addons/cws_injury and chessmastersCommonLibrary into mission directory
  3. Add
#include "cws_injury\cfgFunctions.hpp"
#include "cws_injury\rscTitles.hpp"

to description.ext
4. Export mission to multiplayer and host local multiplayer game -> Script was never initialized

After this failed, I simply enabled the mod, and it worked as expected. Is this just the mod running?

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