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Is it possible: Far-Cry Healing System

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Created 10 years ago
by mrpeanut188
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I want to test the idea of a Far-Cry healing system in zombies. For those who have never played Far-Cry, the health regen is extremely limited. Holding a button will trigger a 'healing' animation where the player heals themselves (Bandages themselves, extracts bullets, etc.) and when the animation is over, the player has health back.

Player HP regen is going to be set at 20% normal rate.
Holding a button will holster weapons (swap to weapon file w/ no held weapons) and after the duration of the animation will swap back to previous weapon.
The 'healing' is in separate weapon file.
The button to heal with (swap to healing weapon) is going to be manually bound.

This might help?

I'm on the other side of the USA then my computer, so I can't exactly test a script for the next month.
Last Edit: June 26, 2014, 01:45:56 am by mrpeanut188
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so, also like left 4 dead healing?
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so, also like left 4 dead healing?
Yes, but on demand, no medkit required.
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Wow that sounds interesting. I am sure its possible just will require a hell of a lot of scripting
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I once thought about healing/no generation-type health system back in the older FPS. However, I just went through the DVARs in CoD5's engine and there's one DVAR called 'scr_player_healthregentime' which is set to 5 by default. it should be the time before health regenerates and after taking damage. Besides, there are scripts which also manages players' health regeneration too but I haven't dive in too deep yet......
It'd be very interesting to recreate this type of health system, to shape different gameplay and playstyle.
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I once thought about healing/no generation-type health system back in the older FPS. However, I just went through the DVARs in CoD5's engine and there's one DVAR called 'scr_player_healthregentime' which is set to 5 by default. it should be the time before health regenerates and after taking damage. Besides, there are scripts which also manages players' health regeneration too but I haven't dive in too deep yet......
It'd be very interesting to recreate this type of health system, to shape different gameplay and playstyle.
n123q45 already replied with the DVAR, he said he tested it and it didn't work for him, but I'll test it for myself and report my findings. Thanks for the contribution!

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It is possible but I've been wrapping my head around how to do that
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My current idea is this: the healing is a weapon (Given in loadout.gsc) and while held, the health regen massively increases, but after pulling the weapon out it automatically swaps to the previous weapon, making it only last for the duration of the equip and put away animations.

I could place the bind key to switch to the weapon in a custom W@W shortcut also launching with the mod.

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I could place the bind key to switch to the weapon in a custom W@W shortcut also launching with the mod.
notifyoncommand?
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Why link to the Zeroy wiki when you can link to ours?  :-\

Just noticed it's missing from our reference, god dammit.

Yeah just make a weaponfile set up just like the knucle crack or perk bottles that plays an anim as soon as you switch to it. Make an arm-wrapping anim to your liking and track the weapon swap via code like they do for the PaP. Once the weapon switch finshes give them the health. Pretty simple and you don't need notifyoncommand or anything like that...

Use setactionslot to put it on the action keys, no need to do a bind for it in their CFG; that's super invasive and you should never need to do that.
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Why link to the Zeroy wiki when you can link to ours?  :-\

Just noticed it's missing from our reference, god dammit.
I didn't put any link here, trem...
Yeah just make a weaponfile set up just like the knucle crack or perk bottles that plays an anim as soon as you switch to it. Make an arm-wrapping anim to your liking and track the weapon swap via code like they do for the PaP. Once the weapon switch finshes give them the health. Pretty simple and you don't need notifyoncommand or anything like that...

Use setactionslot to put it on the action keys, no need to do a bind for it in their CFG; that's super invasive and you should never need to do that.
Well, I still have the perk syringes I made for RadimaX, where you stab your arm with a syringe (1.3 seconds).
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I didn't put any link here, trem...
I didn't say you... I was replying to the OP.
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I didn't say you... I was replying to the OP.
Oh, I totally forgot the OP did.
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notifyoncommand?
I was just looking through my console.log and saw something that reminded me of this thread, so here it is for anyone who was thinking about using this function:


And I got that error in Singleplayer, so I would venture a guess that it does not work at all, period. And that would make sense since I could never get it to register on any command.

 
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