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Medical - Add limited-interaction dazed state while unconscious #11034
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What’s the actual benefit of adding this state? In real life, someone that messed up would have their weapon and mags stripped by others, so if the point isn’t realism, is this just for flavor? What purpose does it serve? |
Because its a new state that people can be in? just because its not perfectly realistic doesnt mean it shouldnt be added, and IMO is a great thing to add, as it adds more to the medical system |
I can see a use of crawling to friendly units in multiplayer to let them know you've been fucked up. Tbh I don't see a downside |
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The default setting for this will have it be disabled |
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| params ["_enable"]; | ||
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| if (!_enable) exitWith { |
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Can't suggest the whole block on mobile but why not just this?
GVAR(ppDazedDOF) ppEffectEnable _enable;| _unit setVariable [QEGVAR(medical,lastDazedCheck), CBA_missionTime]; | ||
| }; | ||
| private _timeCheck = CBA_missionTime - (_unit getVariable QEGVAR(medical,lastDazedCheck)); | ||
| if (_timeCheck < 10) exitWith { false }; |
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change to a “constant” ala the uncon wake up timer check (medical_engine::macros::spontaneous_wakeup_timer or whatever)
Adds a new setting so while unconscious players have a chance to become dazed
It represents being in extreme pain or concussion.
100% combat ineffective, but still have some interaction