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Add revive modules for Farooq's Revive #386
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Hi, I'm impressed with the code quality and glad to see another contributor joining in (I'll do a review a bit later, I have some things that I will nitpick about and some stuff due to the upcoming 1.2.0 update) but I'm more concerned about making these into separate modules and not integrating it into the Heal module. I see an issue with it being directly related to Farooq's Revive which isn't in the vanilla game and creating separate modules for just Farooq's Revive seems a bit excessive to me personally (as the custom module framework would be better suited to this), however, if you would integrate it into the heal module and perhaps add dialog support then you could add all your features and not create two separate modules. |
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The code is good only minor things I'd prefer differently.
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@CreepPork thanks for the very fast reply. It's mostly separate modules because it's my first work on Achilles and dialogs were way over my head then. I'm more comfortable with the code base now so I'll look at integrating this into the heal module. |
There's nothing to worry, we all have to start somewhere. Feel free to join the Achilles Discord (the link is in the readme) and we can help you start moving it over to the Heal module. Also, you can take a look at the dialog documentation (it still references the old dialog function as we haven't updated the docs yet but it still gives a bit of insight into the dialog). |
The ACE Heal module supports reviving the selected player when Farooq's Revive script is active. It still takes seconds for the player to be up because of Farooq's Revive script.
The new Immersive Heal module gives a more realistic feeling compared to the ACE Heal module by sending an AI to revive or heal a player. It has two modes of operation: * When placed on a player the nearest AI of the same side will be sent to revive the player. * When placed on an AI the nearest player (regardless of side) will be revived. Also works on vehicles which will drive up to the player before the driver exits and revives the player.
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I've pushed completely reworked commits that also implement a bit more than there was initially. Looking forward to your opinions. |
@AresModAchillesExpansion/addons/modules_f_achilles/ACE/functions/fn_ModuleACEHeal.sqf
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Let me know if I should rebase and squash for a nicer set of commits. |
No need to, it automatically gets squashed when merged. |
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* revie -> revive * unconsious -> unconscious * no dot at end of Zeus messages
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This states more clearly that it's a function to call.
When merged this pull request will:
The Instant Revive module will immediately revive the selected player
when Farooq's Revive script is active. It still takes seconds for the
player to be up because of Farooq's Revive script.
The Immersive Revive module sends a selected AI unit to the nearest
down player to revive him. This gives a more realistic feeling. Also
works on vehicles which will drive up to the player before the driver
exits and revives the player.