x39 101 Posted January 20, 2014 (edited) Could you make some 3d/map markers for the injured units? or maybe make it a option for those who want to use them?Thanks for this great medic system! we are currently using it and we are really pleased for such mod. Please place feature requests on the feedback tracker ^^ ( more organized workflow for me) Never thought about that It is possible but i need to check on a way to do this first im currently setting up a wiki which should be finished till next release (0.2.0 BETA) http://x39software.unitedtacticalforces.de/wiki/index.php?title=XMedSys feel free to register and help Edited January 21, 2014 by X39 Share this post Link to post Share on other sites
spitfirefrench 10 Posted January 21, 2014 Not sure if anyone else has this problem but on respawn I lose my primary weapon and am left with a sidearm Sorry for stating the obvious if someone else has mentioned! Great work though, really loving this Share this post Link to post Share on other sites
Heinrich Kramer 172 Posted January 21, 2014 Not sure if anyone else has this problem but on respawn I lose my primary weapon and am left with a sidearmSorry for stating the obvious if someone else has mentioned! Great work though, really loving this this is an arma 3 bug wich has nothing to do with the XMedSys. Share this post Link to post Share on other sites
WTHeckman 10 Posted January 22, 2014 When I try run "X39_MedSys_var_Pain_AllowMorphineOverdoseEffect = false" it stops the color effect but gives a permanent blur to the outside of my screen at all times. Wondering if there is a way to fix that. I ask because I would like to be able to use one morphine to resolve all pain so I changed the morphine effect to give 100%. So everytime I use it I overdose. So I don't want an overdose effect. Share this post Link to post Share on other sites
WTHeckman 10 Posted January 22, 2014 When I disable the overdose effect I get a constant blur on the outer edge of my screen. Is it possible to disable that blur? Share this post Link to post Share on other sites
spitfirefrench 10 Posted January 23, 2014 this is an arma 3 bug wich has nothing to do with the XMedSys. It is not present in other medical/respawn systems that have been produced though...:confused: Share this post Link to post Share on other sites
Heinrich Kramer 172 Posted January 23, 2014 i saw it happen in the btc revive and even in vanilla too, therefor i assumed it to be an arma 3 bug. Share this post Link to post Share on other sites
spitfirefrench 10 Posted January 23, 2014 Hey X39, is there a way to enable respawn before the timer runs out? I just got bandaged so stopped bleeding and then couldn't respawn for 10 mins or so Thanks Share this post Link to post Share on other sites
x39 101 Posted January 23, 2014 When I try run "X39_MedSys_var_Pain_AllowMorphineOverdoseEffect = false" it stops the color effect but gives a permanent blur to the outside of my screen at all times. Wondering if there is a way to fix that. I ask because I would like to be able to use one morphine to resolve all pain so I changed the morphine effect to give 100%. So everytime I use it I overdose. So I don't want an overdose effect. thx is fixed in next release but at all you also did a mistake ^^ the variable you used should be used if you still want the healthOvercharge but without the effects youre searching the X39_MedSys_var_Pain_AllowHealthOvercharge variable (which also got a bug in the current version (also fixed)) Hey X39,is there a way to enable respawn before the timer runs out? I just got bandaged so stopped bleeding and then couldn't respawn for 10 mins or so Thanks more info please if this was a bug otherwhise: when you get bandaged you should also be defib. to be revived (or get epi to get up again depending on if youre knocked out or dead) also the respawn button is mission depending as its possible to edit the time usual is defaultDeathTime/2 (300s) for death and 60s for normal knockouts the two variables to edit those times are X39_MedSys_Display_TimeBeforeRespawnAvailable_NormalKnockout X39_MedSys_Display_TimeBeforeRespawnAvailable_Death General note on 0.2.0 BETA release The 0.2.0 beta is comming closer ^^ mainly the release depends on some things i still need to test (tourniquet) + those tasks listed in the feedback tracker ( http://feedback.vbundeswehr.de/index.php?do=index&tasks=&project=2&due=18&status[]= ) current inDev changelog 0.2.0 BETA* new requirement: XActionUI (currently not available as seperated addon so laying in XMedSys/Addons folder) * new requirement: XLib (currently not available as seperated addon so laying in XMedSys/Addons folder) * XMedSys now uses XActionUI for others/self interaction [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=56&project=2 ] Please note that the put/pull unit into/from vehicle thingy is still working with old UI as the new one is not finished yet * You now can use ALL actions on yourself if not limited (but the defi ... because that will not make ANY stupid sense :F) [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=53&project=2 ] * Fixed error message on respawn [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=51&project=2 ] * New variable for pain reduction per tick: X39_MedSys_var_Pain_ReductionPerTick (default: 0.01) * Added a way to regen Health/Pain over timer [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=52&project=2 ] * New variable to enable HP Regen: X39_MedSys_var_HpRegenOverTime_Allow (default: true) * New variable to set max HP Regen (in percent where X39_MedSys_Display_TimeBeforeRespawnAvailable_Death is the max): X39_MedSys_var_HpRegenOverTime_MaxRegen (default: 0.2) * New variable to set HP Regen per tick (in percent where X39_MedSys_Display_TimeBeforeRespawnAvailable_Death is the max): X39_MedSys_var_HpRegenOverTime_RegenPerTick (default: 0.001) * New variable to disallow regen when bleeding : X39_MedSys_var_HpRegenOverTime_OnlyRegenWhenNotBleeding (default: true) * Fixed: you can drag/carry endless count of people * Fixed: you can carry alive people [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=48&project=2 ] * Fixed: you cant disable the UI locally through changing the userconfig file [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=63&tasks=&project=2 ] * (hopefully) fixed drag/carry not stopped when own unit dies [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=44&project=2 ] * DeathTimer is now more accurate! (Respawn button is still working with sleep so it is not affected : / sry) [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=57&tasks=&project=2 ] * New default values: - X39_MedSys_var_Pain_MorphineHealValue (1 -> 3) - X39_MedSys_Healing_MedKitValue (1.5 -> 5) - X39_MedSys_Legs_DamageMultiplicator (1 -> 2) - X39_MedSys_Generic_DamageBeforeKnockOut (1 -> 4) - X39_MedSys_Generic_DamageBeforePermaKnockOut (1.5 -> 6) - X39_MedSys_Generic_DamageBeforeDead (2 -> 8) - X39_MedSys_var_Action_CheckUnit_OutputRealValues (true -> false) * Some internal stuff: - http://feedback.vbundeswehr.de/index.php?do=details&task_id=41&project=2 - Ongoing improvements of code - put XEventSystem inside of the "requiredAddons" array of X39_MedSys_Scripting * !USERCONFIG CHANGE! - Added AllowMorphineView variable * Fixed X39_MedSys_var_Head_HeadShotDeathLimit variable (currently there is no way to revive you if youre killed with the "HeadShot") * Fixed: setting X39_MedSys_var_Pain_AllowHealthOvercharge to false will still add negative pain ammount when no pain is left * Fixed: setting X39_MedSys_var_Pain_AllowMorphineOverdoseEffect to false will still apply blurry effect to screen when having overdose * Renamed variable X39_MedSys_LifeTime to X39_MedSys_var_LifeTime * Renamed variable X39_MedSys_Head_HeadShotDeathLimit to X39_MedSys_var_Head_HeadShotDeathLimit * Renamed variable X39_MedSys_Head_DamageMultiplicator to X39_MedSys_var_Head_DamageMultiplicator * Added variable to manipulate healing value of Morphine: X39_MedSys_var_Pain_MorphineHpHealValue (default 0.5) in total this means that (if i get that stuff done tomorrow) the release will come next week stay tuned X39 Share this post Link to post Share on other sites
pescadorrr 17 Posted January 25, 2014 Is possible in a future release, it make in scripts files? Share this post Link to post Share on other sites
Blargenshmur 10 Posted January 25, 2014 Hi, I don't know if this has already been posted, but I am having troubles with getting the Custom Key 2 binded. Custom key 1 works for any key I have it assigned to, 'Y'. But, I can't get custom key 2 to work with any key, or combination of keys I set it to. Some help with this would be appreciated. Thanks. Share this post Link to post Share on other sites
WTHeckman 10 Posted January 26, 2014 Is there a variable that shows how much blood a person has. From what I can tell the injured personnel has to inform the person treating them of the level while they were knocked out. Share this post Link to post Share on other sites
sancron 32 Posted January 26, 2014 Frontpage Updated Highlights * New UI * first models for items * first balancing patch * optional health/pain regeneration * Accurate death timer Changelog 0.2.0 * new requirement: XActionUI (currently not available as seperated addon so laying in XMedSys/Addons folder) * new requirement: XLib (currently not available as seperated addon so laying in XMedSys/Addons folder) * XMedSys now uses XActionUI for others/self interaction [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=56&project=2 ]Please note that the put/pull unit into/from vehicle thingy is still working with old UI as the new one is not finished yet * You now can use ALL actions on yourself if not limited (but the defi ... because that will not make ANY stupid sense :F) [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=53&project=2 ] * Fixed error message on respawn [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=51&project=2 ] * New variable for pain reduction per tick: X39_MedSys_var_Pain_ReductionPerTick (default: 0.01) * Added a way to regen Health/Pain over timer [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=52&project=2 ] * Added CPR option. Doing CPR will FULLY stop the timer until you stop it[ http://feedback.vbundeswehr.de/index.php?do=details&task_id=40&project=2 ] * New variable to enable HP Regen: X39_MedSys_var_HpRegenOverTime_Allow (default: true) * New variable to set max HP Regen (in percent where X39_MedSys_Display_TimeBeforeRespawnAvailable_Death is the max): X39_MedSys_var_HpRegenOverTime_MaxRegen (default: 0.2) * New variable to set HP Regen per tick (in percent where X39_MedSys_Display_TimeBeforeRespawnAvailable_Death is the max): X39_MedSys_var_HpRegenOverTime_RegenPerTick (default: 0.001) * New variable to disallow regen when bleeding : X39_MedSys_var_HpRegenOverTime_OnlyRegenWhenNotBleeding (default: true) * New variable to disable morphine zeroing when given (to prevent overdose if target has pain): X39_MedSys_var_Pain_disableZeroingOnReceive (default: false) [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=55&tasks=&project=2 ] * Renamed variable X39_MedSys_LifeTime to X39_MedSys_var_LifeTime * Renamed variable X39_MedSys_Head_HeadShotDeathLimit to X39_MedSys_var_Head_HeadShotDeathLimit * Renamed variable X39_MedSys_Head_DamageMultiplicator to X39_MedSys_var_Head_DamageMultiplicator * Fixed: you can drag/carry endless count of people * Fixed: you can carry alive people [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=48&project=2 ] * Fixed: you cant disable the UI locally through changing the userconfig file [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=63&tasks=&project=2 ] * (hopefully) fixed drag/carry not stopped when own unit dies [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=44&project=2 ] * DeathTimer is now more accurate! (Respawn button is still working with sleep so it is not affected : / sry) [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=57&tasks=&project=2 ] * New default values: - X39_MedSys_var_Pain_MorphineHealValue (1 -> 3) - X39_MedSys_Healing_MedKitValue (1.5 -> 5) - X39_MedSys_Legs_DamageMultiplicator (1 -> 2) - X39_MedSys_Generic_DamageBeforeKnockOut (1 -> 4) - X39_MedSys_Generic_DamageBeforePermaKnockOut (1.5 -> 6) - X39_MedSys_Generic_DamageBeforeDead (2 -> 8) - X39_MedSys_var_Action_CheckUnit_OutputRealValues (true -> false) * Some internal stuff: - http://feedback.vbundeswehr.de/index.php?do=details&task_id=41&project=2 - Ongoing improvements of code - put XEventSystem inside of the "requiredAddons" array of X39_MedSys_Scripting * !USERCONFIG CHANGE! - Added AllowMorphineView variable * Fixed X39_MedSys_var_Head_HeadShotDeathLimit variable (currently there is no way to revive you if youre killed with the "HeadShot") * Fixed: setting X39_MedSys_var_Pain_AllowHealthOvercharge to false will still add negative pain ammount when no pain is left * Fixed: setting X39_MedSys_var_Pain_AllowMorphineOverdoseEffect to false will still apply blurry effect to screen when having overdose * Added variable to manipulate healing value of Morphine: X39_MedSys_var_Pain_MorphineHpHealValue (default 0.5) * When X39_MedSys_PreventGuiOpening is set to true when respawn happens it will be automaticly now set to false Share this post Link to post Share on other sites
Guest Posted January 26, 2014 (edited) Thanks again for the headsup about the new version :cool: New version frontpaged on the Armaholic homepage. XMedSys v0.2.0 Beta Hotfix 1 ================================================ 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! Edited January 27, 2014 by Guest mirror updated with hotfix Share this post Link to post Share on other sites
GDent 10 Posted January 26, 2014 Thanks for the new configs, I'll be testing them to see if they're good enough to keep using without tweaking much Share this post Link to post Share on other sites
x39 101 Posted January 26, 2014 (edited) IMPORTANT INFO There is currently an issue in the mod which keeps killing you over and over when you bleed out! Please stay with the 0.1.3 BETA if you want to use the mod with respawn enabled (or disable the bleedout) because the values seems to get carried over after a respawn (has to do with the new hp regen thingy + new bleedout handling and other internal changes) hotfix will follow soon! update 1: bug is not appearing always somehow still dont know where it comes from update 2: issue seems to be related with the last arma update (as it affects some code which has not changed since ages) update 3: not fully related to ArmA update ... well cant continue for today on this issue need to wait till i got time again moving now to bed hopefully will be fixed tomorrow : / update 4: fixed http://www.mediafire.com/download/k5inxaek4r05c6m/XMedSys_0.2.0_BETA_HF1.zip have fun with the hotfix version Edited January 27, 2014 by X39 Share this post Link to post Share on other sites
GDent 10 Posted January 26, 2014 (edited) I've tested the new version to see if it's usable by my community. There are a few things we have issues with, not sure if this is as designed or if you mean to make things closer to ACE in the future: -It's very difficult to kill someone with bullets, even AI. they wake up and stand after a while even after taking a whole mag to the chest or head -Can't kill people while they're passed out on the ground, but they can be killed immediately after waking up, probably since they're still weak and bleeding out -Can't hit Esc and look at the menu or type admin commands while passed out. I think ACE also disabled typing, however that's basically the worst of it. a couple more weird things or considerations: -It says people who are in perfect health are in an extreme morphine overdose when checked. doesn't really matter for the time being since it doesn't affect much, though -Dead people can still be checked and it says they're bleeding and their legs are broken etc, but sometimes it says "Dead" and then all those things. kinda weird, but it still works so it seems to be kind of a minor issue -Somewhat minor nitpick, but the icons for bleeding, broken bones, etc. are very large. it would be nice to have an option for smaller icons, or better yet to do away with them entirely and use on-screen effects, like red edges for bleeding and white for pain. I think this is pretty good so far and I'm just trying to be constructive, but I miss in ACE when people could be killed when shot (or even the majority of the time they were killed) or they might pass out. I hope this mod can make it to that point so we have something to work with. great work so far, I really enjoyed using all the bandages and morphine again, even just for testing. It felt so right Edited January 27, 2014 by GDent Share this post Link to post Share on other sites
Torojon 10 Posted January 27, 2014 (edited) -It says people who are in perfect health are in an extreme morphine overdose when checked. doesn't really matter for the time being since it doesn't affect much, though-Dead people can still be checked and it says they're bleeding and their legs are broken etc, but sometimes it says "Dead" and then all those things. kinda weird, but it still works so it seems to be kind of a minor issue (with the hotfix version) Came to second these. Immediately after logging in and checking myself, I have a hint that I am "having extreme morphine overdose". I'm also missing the icons to the right. It also appears that blowing up in a vehicle causes an unconscious/conscious loop to occur instead of death. Edited January 27, 2014 by Torojon Share this post Link to post Share on other sites
Binary 0 Posted January 27, 2014 So.. If you take a .50 cal shot to the head.. Do you go "unconscious" and can be magically revived - or die? The thing I loved about the ACE system, was that you would still die, from excessive "damage", but you could survive a increased amount of small-arms fire. Share this post Link to post Share on other sites
pellejones 1 Posted January 27, 2014 -Somewhat minor nitpick, but the icons for bleeding, broken bones, etc. are very large. it would be nice to have an option for smaller icons, or better yet to do away with them entirely and use on-screen effects, like red edges for bleeding and white for pain. You can remove the icons via the module, or in the userconfig, or via code in init.sqf for example. X39_MedSys_Display_Overlay_EnableLegView = false; X39_MedSys_Display_Overlay_EnableHealthView = false; X39_MedSys_Display_Overlay_EnableBoodView = false; X39_MedSys_Display_Overlay_EnableTourniquetView = false; X39_MedSys_Display_Overlay_EnableCamShake = false; X39_MedSys_Display_Overlay_EnableMorphineView = false; Share this post Link to post Share on other sites
spitfirefrench 10 Posted January 27, 2014 Sorry X39, having some major issues with the latest hotfix, namely the constant passing out and morphine always being extremely overdosed even when no morphine has been applied. We have an OP on sunday and I'm trying to convince us all to change over to this system, I'm out to impress and hope these issues can be resolved! Thanks Share this post Link to post Share on other sites
x39 101 Posted January 27, 2014 (edited) Sorry X39, having some major issues with the latest hotfix, namely the constant passing out and morphine always being extremely overdosed even when no morphine has been applied.We have an OP on sunday and I'm trying to convince us all to change over to this system, I'm out to impress and hope these issues can be resolved! Thanks the constant knockOut (when youre hurt over a specified point) is not a bug its a feature you just mention it as "loop" because the current implementation has no cooldown (also the looping is caused because of stupid implementation mistakes i did when the morphine use has been introduced ... through the balancing patch it has revealed now) just the extremly overdose message should now be shown : / Edited January 27, 2014 by X39 Share this post Link to post Share on other sites
tinter 186 Posted January 27, 2014 Carrying people and going into vehicles is kinda buggy. The carry animation is so long it isn't really good for anything too. Share this post Link to post Share on other sites
x39 101 Posted January 27, 2014 Carrying people and going into vehicles is kinda buggy. The carry animation is so long it isn't really good for anything too. its the default ArmA animation cant change that much there Share this post Link to post Share on other sites
tinter 186 Posted January 27, 2014 It'd be nice if you could put people into vehicles though, also when you go into vehicles while carrying someone, you don't automatically drop them. They don't follow you though. Then when you go out again and use the drop option, you have to play the carrying animation and then the dropping animation. Share this post Link to post Share on other sites