I dug this out of the function myself. I love this DLC and sing its praises on the BI Forums and Youtube, but I am discouraged by lack of feedback/interaction/support from devs on these forums. Hardly any posting here any more...c'mon guys!
Anyway, here's the commands for getting various of the healing/hit conversations. These commands can be used on player or AI units. Multiple version of voice files exist for each one (picked randomly), i.e., there are many different recordings for "healed" action. And the voices have a VC accent if the unit has an Asian face. Pretty cool. Here's the commands:
[player, "help"] call VN_fnc_revive_conversation;
[player, "heal"] call VN_fnc_revive_conversation;
[player, "drag_player"] call VN_fnc_revive_conversation;
[player, "undrag_player"] call VN_fnc_revive_conversation;
[player, "pickup_player"] call VN_fnc_revive_conversation;
[player, "movement"] call VN_fnc_revive_conversation;
[player, "dragged"] call VN_fnc_revive_conversation;
[player, "carried"] call VN_fnc_revive_conversation;
[player, "healed"] call VN_fnc_revive_conversation;
[player, "general"] call VN_fnc_revive_conversation;
If you want to hear this chatter in a Single Player mission for units in the player group, put the following in your init.sqf, or execute it in the Debug console:
JBOY_ambientHealTalk =
{
params["_units"];
{
_x addEventHandler ["HandleHeal",
{
this spawn
{
params ["injured", "_healer"];
private _damage = damage injured;
if (injured == _healer) then
{
waitUntil {damage _injured != _damage or !alive _injured};
if (damage _injured < damage) then
{
[injured, "healed"] call VN_fnc_revive_conversation;
};
} else
{
[healer, "heal"] call VN_fnc_revive_conversation;
sleep 2;
[injured, "healed"] call VN_fnc_revive_conversation;
};
};
}];
} forEach _units;
};
[units group player] spawn JBOY_ambientHealTalk;