Medic?

FUBAR

First time out of the vault
I've been trying to get AI units to heal each other, and have been messing around with the "Repair Bot" AI on raiders with high first-aid/doctor skills and various level kits. No dice, and I'm about ready to give up on this idea, but wanted to ask if anyone else had tried this and maybe had any success..
 
I hav'nt got round to that side of modding yet but from what I remember I had difficulty with this too, but this is talking years ago.
There may be a possible way through triggers and scripts... still, have not messed with those for years either, but an elaborate set of scripts may enable this, but then you would need to do the same for each map. Just an idea.
 
Ideas are appreciated, thank you for your input. Now where did I see the scripts' coding again...
 
Little offtopic: you can use special entity found in Great Bend mission to create some kind of "healing" area. Just set damage to negative value)))
You also may want to edit invisible sprite for that entity so it won't take so much vertical space.
 
Little offtopic: you can use special entity found in Great Bend mission to create some kind of "healing" area. Just set damage to negative value)))
You also may want to edit invisible sprite for that entity so it won't take so much vertical space.

There you go FUBAR, that could be it.
Can't you somehow set a trigger so that for a set time this thing will appear, then be disabled. Not sure about location problems, I mean, how do you set an entity to appear at the right location?
 
Not sure how the spawns quite work, only really played with the main for when you start a mission, but that would be how to make sure it's at the right location. But yeah, an invisible entity that pops up on the "medic" , then is destroyed when he dies sounds like a viable option. Just have to find the right triggers now. Thank ye all kindly. :smile:
 
In general, if you give Human/ghouls/mutants or reavers stimpaks in their inventories, they will heal themselves at the (appropriate) times during combat. But robots and critters can't use stimpaks so you'll have to come up with a work around.

There is no easy way to do this, but you can set up a cumbersome trigger routine to simulate 'repairing' of robots etc.

First set up a 'repair' zone at a particular place on the map with a waypoint inside the zone. The set up a trigger that has the Robot flee back to the waypoint in side the repair zone if his hp fall beneath a certain level. You will have to change the robots team to 'non hostile' so it will stop attacking and move to the waypoint. Once it gets to the 'repair' zone you can deactivate it and activate a clone robot with full hp and send him back out to battle. I'm not 100% sure if this will work (I've never attempted this) but you can give it a try and see.
 
These are all good ideas, but a definite round approach. My thanks for the brain storming either way.
 
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