tinter 186 Posted January 29, 2014 Ah yes just saw that you left a comment on the thread I made. Share this post Link to post Share on other sites
GDent 10 Posted January 29, 2014 it's funny, some people want better respawns and defibs, but I want harsher permadeath and more ACE-like system. like headshots = death or shot while on ground = more damage or death i'll just wait eagerly for changes, but no need to rush lol Share this post Link to post Share on other sites
Psycho5553 1 Posted January 30, 2014 Is there an way to get only some people be avaible to use it on the server? I would like todo so only some players can use it trought there Arma 3 UI or something Share this post Link to post Share on other sites
x39 101 Posted January 30, 2014 Is there an way to get only some people be avaible to use it on the server?I would like todo so only some players can use it trought there Arma 3 UI or something Ehhh What? Please say clearly what you want to do Share this post Link to post Share on other sites
Predator38 10 Posted January 30, 2014 Have you see my message, X39 at the page 45 ? Share this post Link to post Share on other sites
x39 101 Posted January 30, 2014 (edited) Have you see my message, X39 at the page 45 ? nope thx for the headsup but pls post bugs and feature requests at the feedback tracker to give me a chance to actually track them http://feedback.vbundeswehr.de/index.php?project=2 thx x39 Edited January 30, 2014 by X39 added link to FBT Share this post Link to post Share on other sites
WTHeckman 10 Posted January 31, 2014 How do I eliminate instant deaths and make all deaths a result of the death timer reaching zero. I recently did a training with my unit using this mod and a fireteam was hit with enemy mortar fire and they all instantly died. I want to be able to still get them back up until the death timer reaches zero. Share this post Link to post Share on other sites
x39 101 Posted January 31, 2014 How do I eliminate instant deaths and make all deaths a result of the death timer reaching zero. I recently did a training with my unit using this mod and a fireteam was hit with enemy mortar fire and they all instantly died. I want to be able to still get them back up until the death timer reaches zero. I have no idea what "instant death" youre talking about Share this post Link to post Share on other sites
WTHeckman 10 Posted January 31, 2014 They died and automatically respawned when the round hit them. Share this post Link to post Share on other sites
Sim.M 48 Posted January 31, 2014 X39 - any word on when we will see an update to this mod? My team still is having the 'down' and 'up' and 'down' and 'up' issue. No matter what we do to treat an injured team member they come conscious for a few seconds and then go back down. This is after stopping bleeding, removing tourniquets, checking for bleeding, applying a medkit, morphine and eppy. No matter what we do and in what order some people seem to get locked in the endless cycle. This happened after the last update - and no - we can't go back unless we host an older version of the mod as we use play with six and it gives us the latest version. Is there a change I can make in my .init to fix this? Or to remove the greyed out 'respawn' so at least the guy can respawn and try again? Share this post Link to post Share on other sites
x39 101 Posted January 31, 2014 X39 - any word on when we will see an update to this mod? My team still is having the 'down' and 'up' and 'down' and 'up' issue. No matter what we do to treat an injured team member they come conscious for a few seconds and then go back down. This is after stopping bleeding, removing tourniquets, checking for bleeding, applying a medkit, morphine and eppy. No matter what we do and in what order some people seem to get locked in the endless cycle. This happened after the last update - and no - we can't go back unless we host an older version of the mod as we use play with six and it gives us the latest version.Is there a change I can make in my .init to fix this? Or to remove the greyed out 'respawn' so at least the guy can respawn and try again? revert the balancing or downgrade (XMedSys 0.1.3 BETA) both should work fine the update well im working on it cant say more ^^ (current dev. version is not running as expected: XMedSys 0.2.1 BETA DEV1) Share this post Link to post Share on other sites
tinter 186 Posted February 1, 2014 When a unit with a killed eventhandler attached to it goes down and dies, is the killer correctly returned? Share this post Link to post Share on other sites
x39 101 Posted February 1, 2014 (edited) short update: think i located the spot if thats true (checking currently) then the next update will follow soon! fix works was a timing issue ... seems like they improoved some things in the SQF code speed for those who need the patch this week: http://www.mediafire.com/download/uwdaava1746300s/XMedSys_0.2.1_BETA.zip hf for the rest full release post will follow soon Edited February 1, 2014 by X39 Share this post Link to post Share on other sites
Moon_chilD 200 Posted February 1, 2014 Probably reported before but we discovered some problems: First of all: We start with an extrem morphin overdose. And there is: After somebody got hit and gets unconscious he keeps getting unconscious since then. That are the most annoying ones We use 0.2.0.1... One thin I notice is, when I give someone a morphin a console message pops up...something about "Remote" something.... I was just thinking sending a Bug report Share this post Link to post Share on other sites
ross514 10 Posted February 2, 2014 Probably reported before but we discovered some problems:First of all: We start with an extrem morphin overdose. And there is: After somebody got hit and gets unconscious he keeps getting unconscious since then. That are the most annoying ones We use 0.2.0.1... One thin I notice is, when I give someone a morphin a console message pops up...something about "Remote" something.... I was just thinking sending a Bug report Then submit one via proper channels as requested? over and over and....... Share this post Link to post Share on other sites
Moon_chilD 200 Posted February 2, 2014 Then submit one via proper channels as requested? over and over and....... Sorry...but what you mean by that? ^^ Share this post Link to post Share on other sites
pellejones 1 Posted February 2, 2014 Sorry...but what you mean by that? ^^ He means: Create a ticket here: http://feedback.vbundeswehr.de/index.php?project=2 Share this post Link to post Share on other sites
Moon_chilD 200 Posted February 2, 2014 Thanks, I'll make that as soon the site is up again! Share this post Link to post Share on other sites
Sim.M 48 Posted February 2, 2014 no change to the endless knockout cycle - we need this fixed as it makes it impossible to treat anyone. Is there something I can change in a missions init to dump pain alltogether if it is the cause of this? It is really frustrating me and my guys to spend 10 mins + trying to get someone back on their feet only to have them keep being knocked out. This happens even with the person showing no injuries. Share this post Link to post Share on other sites
serjames 357 Posted February 2, 2014 We've just rolled back. Really easy to do (espcially if you use six to maintain your mods) The v0.2.1-beta works perfectly. SJ Share this post Link to post Share on other sites
ross514 10 Posted February 3, 2014 We've just rolled back. Really easy to do (espcially if you use six to maintain your mods) The v0.2.1-beta works perfectly.SJ the defib kills sometimes but not often, my unit has rolled back waiting out on the next stable release. Thanks X39 were still with ya Share this post Link to post Share on other sites
watarimono 0 Posted February 3, 2014 I've set X39_MedSys_Display_TimeBeforeRespawnAvailable_NormalKnockout = 30; // Default 600 in init.sqf but we still have to wait 600s before the respawn button is active if knocked out. Have I missed something? I want to have the option to press respawn after 30s if noone can help you and forced respawn after 600s. Is this possible or have I misunderstood? ---------- Post added at 10:50 ---------- Previous post was at 09:21 ---------- Can the damagevalues be reset via scripting and the damaged player is back to full health? Been thinking about creating a MASH location to airlift people to if medic isn't available. Airlift victim back to base, carry him to mash-tent, trigger resets damagevalues and the soldier can join the fight again... Share this post Link to post Share on other sites
tinter 186 Posted February 3, 2014 You should consider switching to CBA instead of adding a dependency on your own addon. Share this post Link to post Share on other sites
x39 101 Posted February 3, 2014 (edited) I've set in init.sqf but we still have to wait 600s before the respawn button is active if knocked out. Have I missed something? I want to have the option to press respawn after 30s if noone can help you and forced respawn after 600s. Is this possible or have I misunderstood? ---------- Post added at 10:50 ---------- Previous post was at 09:21 ---------- Can the damagevalues be reset via scripting and the damaged player is back to full health? Been thinking about creating a MASH location to airlift people to if medic isn't available. Airlift victim back to base, carry him to mash-tent, trigger resets damagevalues and the soldier can join the fight again... you need to modify both variables for optimal results X39_MedSys_Display_TimeBeforeRespawnAvailable_NormalKnockout default: 60 X39_MedSys_Display_TimeBeforeRespawnAvailable_Death default: 300 there is a difference between KnockOut and Death ^^ is broken in current release (0.2.1 <-- changed to use time function of ArmA for being more accurate) for the second part Yes it is possible but for that you need to check the functions (also pls. decide what you want to do exactly because setting the damage only is kinda easy done with the function X39_MedSys_fnc_setUnitDamage see http://x39software.unitedtacticalforces.de/wiki/index.php?title=XMedSys for a full list (currently without more informations but you can check the ingame functions list as all those functions got a header inside)) You should consider switching to CBA instead of adding a dependency on your own addon. never ever just hate CBA ---------- Post added at 23:27 ---------- Previous post was at 21:56 ---------- XMedSys 0.2.2 BETA Changelog 0.2.2 BETA * fixed: overlay is not shown anymore * fixed: unit always gets knockedOut * fixed: you can carry people without a broken leg but not people with broken legs * fixed: Respawn button wont be enabled anymore 0.2.1 BETA * fixed: wrong pain overdose messages are outputted * fixed: script error message when something called fakeKillUnit.sqf [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=77&project=2 ] * fixed: allowDamage is callen when getting knockedOut [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=71&project=2 ] * fixed: insta death after respawn * Respawn button now is as accurate as the death time [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=67&project=2 ] * Deathtimer will now always be shown * only ONE keyhandler should now be attached to player per session * new default values: - X39_MedSys_var_DamageMultiplicator (1 -> 2) - X39_MedSys_var_maxDamage (5 -> -1) //caused some problems after the rebalancing as the damage was not able to go higher then this * new stringtable entries: - STR_X39_MedSys__msg_cprInProgress Download http://www.mediafire.com/download/sh3dxbf311xwxtp/XMedSys_0.2.2_BETA.zip Edited February 3, 2014 by X39 Share this post Link to post Share on other sites
GDent 10 Posted February 4, 2014 thanks for this. it's definitely improving. just one thing: is it just me, or is it nearly impossible to save people now? it always says "no pulse" or "irregular pulse" and I just can't bring anyone back. CPR and defib don't work, they wake up for a second and then pass out again. I tried it on myself and my friend could stop my bleeding, but couldn't bring me back from unconsciousness I'm really glad to see more work being done, maybe I just don't know what to do in that situation. thanks man edit: Also, I don't know what "Fixed: Unit always gets knocked out" means, but people still get knocked out even from grenades. not sure what that's about, maybe I'm not reading it right. it seems they start bleeding faster if I shoot them on the ground, so at least something is going on Share this post Link to post Share on other sites