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 Medic Drone 
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REAL AMERICAN HERO
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Post Re: Medic Drone
...yes, otherwise known as completely replacing it.


Sun May 17, 2009 12:24 am
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Post Re: Medic Drone
also, gibbing it would seem rather unnecessary.


Sun May 17, 2009 12:29 am
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Post Re: Medic Drone
yes, that, and no gibbing is just for fun, not neccesairy.


Sun May 17, 2009 12:34 am
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Post Re: Medic Drone
There isn't a way to cycle through an actor's inventory without glitches, currently, so I'm leaving the way it is. Once we get that function, there will probably be something like that.


Sun May 17, 2009 2:27 am
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Post Re: Medic Drone
i prefer the current option, though it would be good if you could remove wounds. a full replacement is silly.


Sun May 17, 2009 2:46 am
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Post Re: Medic Drone
Completely replacing clones would be a great thing to have available, but not for a field drone. I mean, how fast would it replace a lost limb, would it be possible to make a browncoat almost invincible by having him completely replaced as soon as something gibs?

Something more like the healing station in the prison escape mission ( Coalition Base #836-AOC ), but with a few seconds delay between the clone entering and having him replaced would be a great incentive to actually trying to get your units out from the field alive once they get wounded.

Hmm...

Hey Banana, if there isn't any safe way to cycle through an actor's inventory, how did you do that healing station? Does the map save his current available items and drop him with the same ones regardless of which ones he currently carry, just like when he's killed?


Sun May 17, 2009 8:16 pm
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Post Re: Medic Drone
Any healing stations will work on two principles: raising the health variable, or removing and respawning the actor.

Since reading and then storing and then duplicating an actor's items is quite shitty (along with a surprising number of other lua functions we are supposed to have) it's not about to happen well.


Sun May 17, 2009 11:39 pm
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Post Re: Medic Drone
JeCa, the weapons on the level are stored as special variables for only that level. So, what you said is correct. However, having that kind of healing station is impossible unless you know the weapons ahead of time. We'll have to wait until we can access an actor's inventory.


Mon May 18, 2009 5:14 am
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Post Re: Medic Drone
Or have it check for all known weapons.


Mon May 18, 2009 6:08 am
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Post Re: Medic Drone
That means that any modded weapons would be excluded and every single time somebody added a weapon to the game I'd have to add yet another name to the gigantic list... No thanks :P


Mon May 18, 2009 6:10 am
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Post Re: Medic Drone
All right, got that cleared up at least. I guess then that "functions for cycling through a character's inventory" should be added to the "things we want for b24" list? (not only for this purpose)


Mon May 18, 2009 8:26 am
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Post Re: Medic Drone
It's already on the developer's official list of things that need to be done, so no worries.


Mon May 18, 2009 10:02 pm
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Post Re: Medic Drone
Isn't this build not done? So really, it'll be on the list of things to do for build 23.5.


Mon May 18, 2009 10:47 pm
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Post Re: Medic Drone
Except you can't really release half an update!


Tue May 19, 2009 2:56 am
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Post Re: Medic Drone
I noticed the medic drone suddenly stopped working around some units I sent to snipe. And I didn't know you could make them follow actors... awesome.


Tue May 19, 2009 3:24 am
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