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Medi-kits


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#1 derBonobo

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Posted 11 November 2006 - 11:59 AM

i miss medikits, where did they go? will they be implemented?

sort of off-topic, but i also miss the colored dynamic lighting from tftd & those phosphor thingies to light up an area, the night setting was one of my favorites ^^ any chance to see this happening?

#2 Mustang

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Posted 11 November 2006 - 03:10 PM

What would medkits do exactly?


#3 Sporb

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Posted 12 November 2006 - 04:12 AM

i miss medikits, where did they go? will they be implemented?

sort of off-topic, but i also miss the colored dynamic lighting from tftd & those phosphor thingies to light up an area, the night setting was one of my favorites ^^ any chance to see this happening?


1) They didnt go anywhere, cause they havent been implemented yet
2) already done, check the 'light level' option in the mission planner (beta only)

#4 derBonobo

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Posted 12 November 2006 - 08:53 AM

What would medkits do exactly?


same thing they did in ufo?
http://xcom.strategy....com/x1u3.shtml
Reanimating fallen soldiers would be nice new feature, tho.

and i meant the night missions from tftd, which looked better than the night missions in ufo imo.
http://xcom.strategy...ges/x2x5x19.jpg
terrain in the distance fades to blue and the light looks sort of smoother.

the soldiers also had a circle of light around them... which may be sort of odd in multiplayer because it would give away the enemies position ;P maybe it would be better to keep it the way it is in ufo2000 and simply adjust the soldiers' brightness, or add a switchable light. anyway, Electro-Flares would be real nice for night missions ^^

#5 Sporb

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Posted 12 November 2006 - 04:23 PM

if i remember correctly, TFTD only did the nicer shading underwater. It looked the same as ufo on land.

#6 Kratos

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Posted 29 August 2007 - 09:38 PM

Medi-kit support will be seen soon, Azrael made a patch for them. 0000539

#7 Exo2000

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Posted 30 August 2007 - 06:30 AM

Medi-kit support will be seen soon, Azrael made a patch for them. 0000539


Is this a bad time to point out that this thread is nearly a year old? :rolleyes:
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#8 Guest_Azrael Strife_*

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Posted 30 August 2007 - 08:25 AM

Medi-kit support will be seen soon, Azrael made a patch for them. 0000539


Is this a bad time to point out that this thread is nearly a year old? :rolleyes:

No, but it's a good time to point that your comment was rather pointless as Kratos was not continuing a discussion but merely making somewhat of an announcement.

#9 Exo2000

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Posted 30 August 2007 - 09:46 AM

No, but it's a good time to point that your comment was rather pointless as Kratos was not continuing a discussion but merely making somewhat of an announcement.


Perhaps, but in most cases it should already be known that Medikits will be in the next update - thus digging up a year old thread merely for this purpose (rather than posting an entirely new one, or not at all) is rather... well, pointless.
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#10 Hobbes

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Posted 30 August 2007 - 11:09 AM

No, but it's a good time to point that your comment was rather pointless as Kratos was not continuing a discussion but merely making somewhat of an announcement.


Perhaps, but in most cases it should already be known that Medikits will be in the next update - thus digging up a year old thread merely for this purpose (rather than posting an entirely new one, or not at all) is rather... well, pointless.


Not all forum users check the bugtracker or talk to the developers regularly....I never understood the issue with recycling old threads anyway :)

#11 Exo2000

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Posted 30 August 2007 - 12:26 PM

Not all forum users check the bugtracker or talk to the developers regularly....I never understood the issue with recycling old threads anyway :)


*shrug*

I think it's general forum ettiquette and the unwritten rules these things tend to have - especially since most of the perps have nothing constructive to add on the matter. But I guess this is one of those exceptional cases, eh? :wink1:
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#12 Kratos

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Posted 30 August 2007 - 05:39 PM

Medi-kit support will be seen soon, Azrael made a patch for them. 0000539


Is this a bad time to point out that this thread is nearly a year old? :rolleyes:

No. A year isn't long enough to deem a thread dead. If a thread is dead in these forums, you won't be able to see it. So those recycling rules don't apply here.

#13 Hobbes

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Posted 30 August 2007 - 08:42 PM

So those recycling rules don't apply here.


Plus the only rule these forums have is:

Don't piss us off and everything should be fine.


I love it :D

Edited by Hobbes, 30 August 2007 - 08:42 PM.


#14 Popek

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Posted 31 August 2007 - 03:20 PM

back on topic.

Any specific information that can be divulged concerning medkits?

will they be administered like in Xcom, bandages for bleeding wounds (will fatal wounds continue to bleed?), stimulants for unconscious soldiers... anything to boost morale yet?

i'm just a little excited as medics can bring a huge element to well coordinated attack and pull back strategies

nice work whatever the case.

#15 Guest_Azrael Strife_*

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Posted 02 September 2007 - 07:52 PM

OMG
OMGChryssalids_.JPG

#16 Hobbes

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Posted 02 September 2007 - 09:07 PM

OMG


Azrael.....thanks man! :D

How much it costs? How many stamina/moral/health gets increased everytime you use it? How many times can you use the Painkiller/Stimulant/Wound Healer?

#17 Popek

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Posted 02 September 2007 - 09:38 PM

that image tingles my happy place

thanks

#18 Guest_Azrael Strife_*

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Posted 02 September 2007 - 10:27 PM

OMG


Azrael.....thanks man! :D

How much it costs? How many stamina/moral/health gets increased everytime you use it? How many times can you use the Painkiller/Stimulant/Wound Healer?

Cost to the user is defined in LUA, cost to the treated patient is 8 TUs.

Attribute boost is defined in LUA as well.

Amount of times is indefinite, for now.

Glad you liked the teaser :)

#19 Kratos

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Posted 02 September 2007 - 10:32 PM

Chryssalids with medi-kits. OMG

Nice to see you're showing off the chryssalids I added. :P

#20 Sporb

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Posted 02 September 2007 - 11:22 PM

OMG


Azrael.....thanks man! :D

How much it costs? How many stamina/moral/health gets increased everytime you use it? How many times can you use the Painkiller/Stimulant/Wound Healer?

Cost to the user is defined in LUA, cost to the treated patient is 8 TUs.

Attribute boost is defined in LUA as well.

Amount of times is indefinite, for now.

Glad you liked the teaser :)


Can medkits use Ammunition? I was planning to use Medical devices which can take a variety of drugs.

#21 Guest_Azrael Strife_*

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Posted 02 September 2007 - 11:25 PM

OMG


Azrael.....thanks man! :D

How much it costs? How many stamina/moral/health gets increased everytime you use it? How many times can you use the Painkiller/Stimulant/Wound Healer?

Cost to the user is defined in LUA, cost to the treated patient is 8 TUs.

Attribute boost is defined in LUA as well.

Amount of times is indefinite, for now.

Glad you liked the teaser :)


Can medkits use Ammunition? I was planning to use Medical devices which can take a variety of drugs.

For now they don't, you'll have to define each variety of medical defice as a different item.

#22 Guest_Azrael Strife_*

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Posted 03 September 2007 - 12:14 PM

Alright, Medi-kits are to be included in the next beta, so I'll try to explain how they work.

--------

Medi-kits can 'heal' or 'boost' four attributes: Health, Stun, Energy and Morale.
Each attribute requires separate application of the medi-kit, bar for Stun and Energy which are 'healed' together.
The device's healing power depends on the soldier's starting value of the attribute to be healed up to a maximum which also depends on the starting value.

For example, the medikit in the Modified weaponset heals 20% of hitpoints up to a maximum of 75%. So, each application of medikit to heal wounds will heal 20% of the maximum health of the soldier, BUT the health of the trooper will never go above 75% of his max health.

Soldier Nachtwolf has 25 HP left out of a 80 HP max, soldier Kratos moves in and heals his wounds; each application of the medikit heals 16 HP (20% of 80), after three applications of the medi-kit, Nachtwolf has exactly 60 HP (75% of 80) , further applications of the medi-kit will have no effect.

Each application of the medi-kit, besides having a cost for the user, also has an 8 TU cost for the trooper being healed, however, should the trooper NOT have 8 TUs, he will be healed anyway.

The same applies for Energy and Morale, Stun damage is healed based on the max_health of the trooper and works rather inverse, if the medi-kit heals up 20% up to a 75%, it means that each application will heal 20% of stun damage points down to a minimum of 25% of max_health of the trooper.

To add a medi-kit in a weaponset LUA you need to add the following:

isMed = 1;
heal = { %, %, %, % }
max_heal { %, %, %, % }
The first value is HP, the second is Stun, third is Energy and fourth is Morale.

For example, the medkit of the Modified weaponset looks like this:

AddXcomItem {
	cost = 500,
	name = "MediKit",
	pInv = pck_image("$(xcom)/units/bigobs.pck", 24),
	pMap = pck_image("$(xcom)/units/floorob.pck", 24),
	health = 80,
	-- HP, Stun, Energy, Morale
	heal = {20, 20, 30, 20},
	max_heal = {75, 75, 100, 75},
	dDeviation = 25,
	importance = 6,
	width = 1,
	height = 2,
	pHeld = pck_image_set("$(xcom)/units/handob.pck", 120, 8),
	useTime = 20,
	weight = 5,
		minimapMark = 1,
	twoHanded = 1,
	isMed = 1,
}

Edited by Azrael Strife, 03 September 2007 - 01:05 PM.


#23 Hobbes

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Posted 06 September 2007 - 06:53 AM

Perhaps this could be added to the Wiki?