x39 101 Posted December 6, 2013 (edited) And what do you mean by "the AI needs to be init"?I would really love to know how to make it work cause I'm not understanding anything! I create a mission....what should I add to make the mod work (after I enable the mod of course)...please give me a clear sign or I will become mad here! Im sorry but as im currently at work i cant give you an entire solution for problems. ALSO there is an example mission inside (packed and unpacked) you just need to check After that you should have a clue how to initilize nonplayer units ! Ohh and final note for you personal! If you want help be nice! I cant fucking spent 100% of my time coding and supporting you! So next time: leave the '!' Away from the text! As you see they just make a text looking like its angry spoken! Edited December 6, 2013 by X39 Share this post Link to post Share on other sites
cancan69 2 Posted December 6, 2013 (edited) My intention wasn't to be rude, I tried to let you understand we are doing a circle around the problem, with a more clear answer everything might be more clear... I was becoming mad with a final ! be advised I wouldn't answer you again if I was angry...I'm answering just to avoid bad misunderstandings Back to our problem, I still didn't get the way to solve my problem so I'm going to ask again, this time without the "!" that you hate so much, to be more clear and "look" less angry (I wasn't). I assume that this mod works only with the mission you gave us, since I asked 2 times and I got this answer The module is not init. AI The AI needs to be init. By yourself Looks like a Delphi horacle response.... so I'm trying to make my interpretation of this "The module is not init. AI (the module doesn't initalizate AI) The AI needs to be init. by yourself (the AI needs to be initalizated by yourself) ----> I got this, all clear....but now question is natural....since nothing on the files I downloaded sais "to initializate AI do this, this and this step" I'm a bit confused so I'm asking again... What steps do I need to make it work in my edited mission? After adding 2 "playable" riflemen what should I do? which unit should I "init"? I'll say again, my intention wasn't to be rude, words are words and interpretations are different, If we were face to face we wouldn't have the same problem Thanks for your time Edited December 6, 2013 by cancan69 Share this post Link to post Share on other sites
x39 101 Posted December 7, 2013 (edited) My intention wasn't to be rude, I tried to let you understand we are doing a circle around the problem, with a more clear answer everything might be more clear... I was becoming mad with a final ! be advised I wouldn't answer you again if I was angry...I'm answering just to avoid bad misunderstandingsBack to our problem, I still didn't get the way to solve my problem so I'm going to ask again, this time without the "!" that you hate so much, to be more clear and "look" less angry (I wasn't). I assume that this mod works only with the mission you gave us, since I asked 2 times and I got this answer The module is not init. AI The AI needs to be init. By yourself Looks like a Delphi horacle response.... so I'm trying to make my interpretation of this "The module is not init. AI (the module doesn't initalizate AI) The AI needs to be init. by yourself (the AI needs to be initalizated by yourself) ----> I got this, all clear....but now question is natural....since nothing on the files I downloaded sais "to initializate AI do this, this and this step" I'm a bit confused so I'm asking again... What steps do I need to make it work in my edited mission? After adding 2 "playable" riflemen what should I do? which unit should I "init"? I'll say again, my intention wasn't to be rude, words are words and interpretations are different, If we were face to face we wouldn't have the same problem Thanks for your time ok then it was a missunderstanding at all but well i was still at work ^^ (also today i made myself ready for a birthday and now im back so here is the answere) You need to initilize those AI units you want to initilize to do that just add this line to the init of them: this call X39_MedSys_fnc_InitilizeUnit for you (that you can check this next time by yourself): put the demo mission to your local ArmA folder (if youre using the default profile to "\MyDocuments\ArmA 3\missions\" otherwise to "\MyDocuments\ArmA 3 - Other profiles\PROFILENAME\missions\") tomorrow (7.12.2013 GMT+1) there will hopefully be a release of a new version (which is fixing some stuff which i broke in last fix + some new fixes :P) Edited December 7, 2013 by X39 Share this post Link to post Share on other sites
BaronZ 10 Posted December 7, 2013 We're playing with several mods and all seems to work fine, exept the 'Target is unresponsive' and the 'Target has broken legs' screens are inverted. If you get knocked out and checked by a medic, he says that everythig is fine but never the less gives you epi so you can stand up again. If you now get checked by him, it says 'Target is unresponsive' allthough you're fine. Share this post Link to post Share on other sites
x39 101 Posted December 7, 2013 XMedSys ALPHA 0.5.3 http://www.mediafire.com/download/57775bnwlcg8d96/XMedSys_Alpha_0.5.3.zip 0.5.3 ALPHA * Tourniquet now has a usage * Fixed wrong message output (fixed this directly after i saw this before 0.5.2 release ... but somehow something moved wrong when saving everything together -.-* sry for this) * Fixed MedicMenu is not openable after respawn * Changed function name from "X39_MedSys_fnc_initilizeUnit" to "X39_MedSys_fnc_initializeUnit" * Changed function name from "X39_MedSys_fnc_initilizePlayer" to "X39_MedSys_fnc_initializePlayer" * X39_MedSys_Scripting.pbo stringtable.xml | removed STR_X39_MedSys__Option_Tourniquet * X39_MedSys_Scripting.pbo stringtable.xml | added STR_X39_MedSys__Option_PutTourniquet * X39_MedSys_Scripting.pbo stringtable.xml | added STR_X39_MedSys__Option_RemoveTourniquet * MedSys Variable | added X39_MedSys_Bleeding_Tourniquet_DamagePerTick (float, default: '0.01') * MedSys Variable | added X39_MedSys_Display_Overlay_EnableTourniquetView (boolean, default: 'true') frontpage will be updated soon Share this post Link to post Share on other sites
Guest Posted December 7, 2013 Thanks a lot for the headsup :cool: New version frontpaged on the Armaholic homepage. XMedSys v0.5.3 Alpha ================================================ We have also "connected" these pages to your account (X39) on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
devilslayersbane 28 Posted December 7, 2013 tell me the class name of it Oonever noticed that somehow anyway Ok, after about an hour of searching the config viewer, I found it. In the editor it's under Empty/objects(small)/defibrillator. In the config viewer, it's under configfile >> "CfgVehicles" >> "Land_Defibrillator_F" As for bugs, it seems to be near impossible to bandage someone completely when they are hit with a explosive. Hopefully the tourniquet fixes that as I haven't tried 0.5.3 yet, so be watching for my feedback. On a side note, our new medics will be training with this system at our AIT training this week. The 173rd thanks you. As for bugs, it Share this post Link to post Share on other sites
x39 101 Posted December 7, 2013 Ok, after about an hour of searching the config viewer, I found it. In the editor it's under Empty/objects(small)/defibrillator. In the config viewer, it's under configfile >> "CfgVehicles" >> "Land_Defibrillator_F"As for bugs, it seems to be near impossible to bandage someone completely when they are hit with a explosive. Hopefully the tourniquet fixes that as I haven't tried 0.5.3 yet, so be watching for my feedback. On a side note, our new medics will be training with this system at our AIT training this week. The 173rd thanks you. As for bugs, it thats not actually a bug at all ^^ the bleeding ammount is calculated with EACH hit a unit takes which is over value X as youre able to change the behaviour of the mod by yourself this is no bug ^^ (just some sort of wrong configuration check out the devReadMe variables section :F you can change many things) Share this post Link to post Share on other sites
devilslayersbane 28 Posted December 7, 2013 thats not actually a bug at all ^^the bleeding ammount is calculated with EACH hit a unit takes which is over value X as youre able to change the behaviour of the mod by yourself this is no bug ^^ (just some sort of wrong configuration check out the devReadMe variables section :F you can change many things) Right, well, after testing it out, The tourniquet greatly reduced the number of bandages needed in order to stop bleeding. Also, I enjoy how the tourniquet is reusable. I really really like this mod. Bugs: The GUI seems misproportioned now, it sometimes makes the player repeatedly vault after being healed, misspelling of reaction (or the response-based hint for the epinephrine). Share this post Link to post Share on other sites
x39 101 Posted December 7, 2013 Right, well, after testing it out, The tourniquet greatly reduced the number of bandages needed in order to stop bleeding. Also, I enjoy how the tourniquet is reusable. I really really like this mod.Bugs: The GUI seems misproportioned now, it sometimes makes the player repeatedly vault after being healed, misspelling of reaction (or the response-based hint for the epinephrine). can you explain the it sometimes makes the player repeatedly vault after being healed part more? Share this post Link to post Share on other sites
tinter 186 Posted December 7, 2013 Just tried the newest version. Camshake doesn't seem to work for me, also it should probably be a serverside setting as it would move the balance in TvT for example. Menu seems really big, and those icons don't really seem to fit. Share this post Link to post Share on other sites
devilslayersbane 28 Posted December 7, 2013 After healing my friend as far as I could, he would repeatedly vault as if he was pressing v when he tried walking foward. Share this post Link to post Share on other sites
x39 101 Posted December 7, 2013 After healing my friend as far as I could, he would repeatedly vault as if he was pressing v when he tried walking foward. then im maybe using the wrong continue animation : / will be corrected in next version! Share this post Link to post Share on other sites
devilslayersbane 28 Posted December 7, 2013 awesome! Share this post Link to post Share on other sites
x39 101 Posted December 8, 2013 Hello, is there anything I can do to remove the icons that appear in the upper right corner of the screen as can be seen in the image?http://i.imgur.com/2QJOcBa.jpg Thank you for your attention. somehow i missed this post (so first: sry for that) currently it is not possible to disable those images via the config (as its planned to let the mission designer decide if it is used or not) do disable it you need to set the following global variables to false: X39_MedSys_Display_Overlay_EnableTourniquetView X39_MedSys_Display_Overlay_EnableLegView X39_MedSys_Display_Overlay_EnableBoodView X39_MedSys_Display_Overlay_EnableHealthView Share this post Link to post Share on other sites
-=Hk=-Cpt.Skay 10 Posted December 8, 2013 somehow i missed this post (so first: sry for that)currently it is not possible to disable those images via the config (as its planned to let the mission designer decide if it is used or not) do disable it you need to set the following global variables to false: X39_MedSys_Display_Overlay_EnableTourniquetView X39_MedSys_Display_Overlay_EnableLegView X39_MedSys_Display_Overlay_EnableBoodView X39_MedSys_Display_Overlay_EnableHealthView Thank you very much. Share this post Link to post Share on other sites
BaronZ 10 Posted December 8, 2013 Somehow it displays that there is no Tourniquet left even after I've used it. Share this post Link to post Share on other sites
tinter 186 Posted December 8, 2013 Somehow it displays that there is no Tourniquet left even after I've used it. This is a bit confusing. Could you mention the step by step process of how to reproduce this? Share this post Link to post Share on other sites
ohally 26 Posted December 8, 2013 where and how do I disable these variables? X39_MedSys_Display_Overlay_EnableTourniquetView X39_MedSys_Display_Overlay_EnableLegView X39_MedSys_Display_Overlay_EnableBoodView X39_MedSys_Display_Overlay_EnableHealthView I've tried this setVariable ["X39_MedSys_Display_Overlay_EnableLegView",false]; in the module init line, no dice. as well as player setVariable ["X39_MedSys_Display_Overlay_EnableLegView",false]; in a player_init.sqf executed on connection. Tried all 4 above variable both ways. What now? Share this post Link to post Share on other sites
x39 101 Posted December 8, 2013 where and how do I disable these variables? X39_MedSys_Display_Overlay_EnableTourniquetView X39_MedSys_Display_Overlay_EnableLegView X39_MedSys_Display_Overlay_EnableBoodView X39_MedSys_Display_Overlay_EnableHealthView I've tried this setVariable ["X39_MedSys_Display_Overlay_EnableLegView",false]; in the module init line, no dice. as well as player setVariable ["X39_MedSys_Display_Overlay_EnableLegView",false]; in a player_init.sqf executed on connection. Tried all 4 above variable both ways. What now? X39_MedSys_Display_Overlay_EnableLegView = false; never said they are assigned to an object Oo Share this post Link to post Share on other sites
ohally 26 Posted December 8, 2013 Well I have egg on my face hahahahah thanks. :p Share this post Link to post Share on other sites
d3lta 10 Posted December 9, 2013 (edited) Hi masters, I'm trying to populate a car with medic itens: _crate addMagazineCargo["x39_bandage",20]; _crate addMagazineCargo["x39_morphine",20]; _crate addMagazineCargo["x39_epinephrine",20]; _crate addMagazineCargo["x39_tourniquet",20]; _crate addMagazineCargo["x39_bloodbag",20]; _crate addMagazineCargo["x39_medikit",20]; _crate addBackPackCargo["X39_Defibrillator",1] But, the itens are breaking visually in the crate, see: http://img849.imageshack.us/img849/729/ove6.jpg (106 kB) What's wrong here? Best Regards UPDATE: SOLVED-> Change addMagazineCargo to addItemCargo Edited December 9, 2013 by D3lta Share this post Link to post Share on other sites
x39 101 Posted December 9, 2013 Hi masters, I'm trying to populate a car with medic itens: _crate addMagazineCargo["x39_bandage",20]; _crate addMagazineCargo["x39_morphine",20]; _crate addMagazineCargo["x39_epinephrine",20]; _crate addMagazineCargo["x39_tourniquet",20]; _crate addMagazineCargo["x39_bloodbag",20]; _crate addMagazineCargo["x39_medikit",20]; _crate addBackPackCargo["X39_Defibrillator",1] But, the itens are breaking visually in the crate, see: http://img849.imageshack.us/img849/729/ove6.jpg (106 kB) What's wrong here? Best Regards Those things are items ^^ not weapons But that should not happen ( not even work ) Share this post Link to post Share on other sites
Heinrich Kramer 172 Posted December 9, 2013 But that should not happen ( not even work ) arma 2 does the same, when you mistype a classname in a gearscript. Share this post Link to post Share on other sites
x39 101 Posted December 9, 2013 arma 2 does the same, when you mistype a classname in a gearscript. Well then its not my issue :F Share this post Link to post Share on other sites