x39 101 Posted February 23, 2014 (edited) so if I'm not mistaken, this is the beta version that will introduce actual death (not just being unable to revive someone) when shot too much or shot on the ground, correct? because I think that's the only real missing feature for my groupserverconfig is very exciting can't wait to see what comes up Yes and no basicly that BETA will be the one which introduces the ability to force MedEvacs the ability to prevent revive is already inserted in the current one (only for headShots :F variable for this is callen: "X39_MedSys_var_Head_HeadShotDeathLimit" just set it to the value you want it to and the unit cant be revived when the head has received too much damage ^^ problem currently is ... as the event handlers for this are broken ... there will be a point where its never possible to bring a unit back : /) for the part of the serverconfig :F yes youre right XD Another please to you guys Post your COMMUNITY feedback to this page or send it to me via PN i need the feedback to take further improovements (meaning that you also please post your personal communities needs inside of those posts) just for a basic information i read EVERY post in this thread (just not taking action on every :F as not all of them require one of mine ^^) Edited February 23, 2014 by X39 Share this post Link to post Share on other sites
R4IDER 10 Posted February 23, 2014 Hi, Thanks for the time and effort you have put into this mod. I am trying to work out how to use the mod without using the module, reason being because when using the module an error is generated. I believe this may be something to do with a conflict with another mod. I have tried adding "player call X39_MedSys_fnc_initializePlayer;" To the init.sqf without success. Could you tell me how to get this working. Thanks Share this post Link to post Share on other sites
x39 101 Posted February 23, 2014 Hi,Thanks for the time and effort you have put into this mod. I am trying to work out how to use the mod without using the module, reason being because when using the module an error is generated. I believe this may be something to do with a conflict with another mod. I have tried adding "player call X39_MedSys_fnc_initializePlayer;" To the init.sqf without success. Could you tell me how to get this working. Thanks the initialization is currently crappy implemented : / so you need to call 3 functions to propper initialize all players: (see X39_MedSys_fnc_initMod :F its the modules function but its not safe for being callen without the module in the current version) if!(isDedicated) then { waitUntil{!isNull player}; waitUntil{alive player}; _res = [] spawn X39_MedSys_fnc_AddEH_KeyDown; _res = player spawn X39_MedSys_fnc_initializePlayer; [] call X39_MedSys_fnc_MedSysOverlayCreateDisplay; _res = [] spawn X39_MedSys_fnc_AddEH_KeyDown; _res = player spawn X39_MedSys_fnc_initializePlayer; [] call X39_MedSys_fnc_MedSysOverlayCreateDisplay; }; place this in a gamelogic or init.sqf after that everything should behave like when youre using the module (im aware of the error messages thrown at startup but as i just got a not fully working version on my HD (changing much in background :F) i cant patch that currently and you guys need to wait till 0.3.0 is released) Share this post Link to post Share on other sites
R4IDER 10 Posted February 23, 2014 the initialization is currently crappy implemented : /so you need to call 3 functions to propper initialize all players: (see X39_MedSys_fnc_initMod :F its the modules function but its not safe for being callen without the module in the current version) if!(isDedicated) then { waitUntil{!isNull player}; waitUntil{alive player}; _res = [] spawn X39_MedSys_fnc_AddEH_KeyDown; _res = player spawn X39_MedSys_fnc_initializePlayer; [] call X39_MedSys_fnc_MedSysOverlayCreateDisplay; _res = [] spawn X39_MedSys_fnc_AddEH_KeyDown; _res = player spawn X39_MedSys_fnc_initializePlayer; [] call X39_MedSys_fnc_MedSysOverlayCreateDisplay; }; place this in a gamelogic or init.sqf after that everything should behave like when youre using the module (im aware of the error messages thrown at startup but as i just got a not fully working version on my HD (changing much in background :F) i cant patch that currently and you guys need to wait till 0.3.0 is released) Thanks Share this post Link to post Share on other sites
R4IDER 10 Posted February 23, 2014 One of the issues I have had with XMedSys is with players ability to survive an headshots, even when a player is on the ground you can repeatedly shoot a player in the head with little effect. Using the following you can make it so that players die if they get shot in the head. // Add this to your init.sqf player addEventHandler ["HitPart", { _this execVM "HandleDamage.sqf" }]; // Create a file called HandleDamage.sqf & add the following code. _unit = ((_this select 0) select 0); _DamageLocation = ((_this select 0) select 5); if ((str _DamageLocation) == '["Head"]') then { _unit setDamage 1; }; Share this post Link to post Share on other sites
drredfox 11 Posted February 24, 2014 Hi, Since we've started using this mod in our community, we had some bugs when joining on our dedi server. Sometimes, some players (JIP's) starts in spectator mode. I don't know if this bug it's related to this mod or to ArmA itself. Is someone else having this issue? Share this post Link to post Share on other sites
x39 101 Posted February 24, 2014 Hi,Since we've started using this mod in our community, we had some bugs when joining on our dedi server. Sometimes, some players (JIP's) starts in spectator mode. I don't know if this bug it's related to this mod or to ArmA itself. Is someone else having this issue? Not related to the mod ( no manual jip handling ) Share this post Link to post Share on other sites
Moon_chilD 200 Posted February 24, 2014 Hi,Since we've started using this mod in our community, we had some bugs when joining on our dedi server. Sometimes, some players (JIP's) starts in spectator mode. I don't know if this bug it's related to this mod or to ArmA itself. Is someone else having this issue? is respawn activated on the mission? If not, no one can join after the mission started. But I may missunderstood you! ^^" Share this post Link to post Share on other sites
drredfox 11 Posted February 24, 2014 Yes, it is the problem. Once the mission has started, the players cannot join, they stucked in spectator mode. I've checked the description.ext and there's no respawn (you know...respawn = 1 or similar). Needs to be activated? Because i believe that we've never used it... Share this post Link to post Share on other sites
x39 101 Posted February 24, 2014 Yes, it is the problem. Once the mission has started, the players cannot join, they stucked in spectator mode. I've checked the description.ext and there's no respawn (you know...respawn = 1 or similar). Needs to be activated? Because i believe that we've never used it... well the behaviour you describe there has nothing to do with XMedSys XMedSys has no built in spectator mode as it will only handle everything when youre alive for the game to enable JIP in missions you need to change some things in description.ext (if you moved over from BTC then check your old description.ext files ^^) but ... i have no idea what XD (im not a mission designer :F im a modder) Share this post Link to post Share on other sites
drredfox 11 Posted February 24, 2014 Solved. The problem was that the mission didn't had the respawn = X; What a noob... Share this post Link to post Share on other sites
R4IDER 10 Posted February 24, 2014 Following your advice from the previous page I am using the module to load up XMedSys however it seems there is a problem with players that JIP, is there currently a solution to solve this issue? or is it a case of waiting for the next version? Share this post Link to post Share on other sites
x39 101 Posted February 24, 2014 (edited) Following your advice from the previous page I am using the module to load up XMedSys however it seems there is a problem with players that JIP, is there currently a solution to solve this issue? or is it a case of waiting for the next version? please go more into detail or i wont be able to provide any help Edited February 25, 2014 by X39 Share this post Link to post Share on other sites
R4IDER 10 Posted February 25, 2014 please go more into detail or i wont be able to provide any help The problem is that JIP players don't get initialized correctly there for you can't interact with them and they can't interact with anymore or themselves. Share this post Link to post Share on other sites
x39 101 Posted February 25, 2014 The problem is that JIP players don't get initialized correctly there for you can't interact with them and they can't interact with anymore or themselves. Sounds like a setup issue to me Please upload your mission somewhere so that im able to check over it Thx X39 Share this post Link to post Share on other sites
R4IDER 10 Posted February 25, 2014 Sounds like a setup issue to mePlease upload your mission somewhere so that im able to check over it Thx X39 Thanks for your quick response. It's not really a mission just a template that we use to create missions that we've been using to test. http://www.gol-clan.co.uk/GOL@38_Template_USMARINES.Altis.zip Share this post Link to post Share on other sites
R-o-x 11 Posted February 25, 2014 Hello from the 2nd MEF Just wanted to redirect the dev's here to this post Arma3Sync - XMedSys config.hpp Installer request Share this post Link to post Share on other sites
kennyleif 20 Posted February 25, 2014 I would like to Re confirm something. Does Xmedsys Save gear and or have the abillity to make one respawn with it? Share this post Link to post Share on other sites
x39 101 Posted February 25, 2014 I would like to Re confirm something. Does Xmedsys Save gear and or have the abillity to make one respawn with it? no Hello from the 2nd MEFJust wanted to redirect the dev's here to this post Arma3Sync - XMedSys config.hpp Installer request not sure what youre trying to get with this post Thanks for your quick response.It's not really a mission just a template that we use to create missions that we've been using to test. http://www.gol-clan.co.uk/GOL@38_Template_USMARINES.Altis.zip checked over the mission file and ... setup seems good need to test this further please create a ticket in feedback tracker containing all informations about your modset, missions, how many players are affected, etc. thx X39 Share this post Link to post Share on other sites
kennyleif 20 Posted February 25, 2014 Cool... Thx.. Share this post Link to post Share on other sites
R4IDER 10 Posted February 25, 2014 We will be playing another mission later on today, I will keep tabs on the disconnects and reconnects and work out how often its happening. Share this post Link to post Share on other sites
x39 101 Posted February 25, 2014 Im searching some testers for the next binary please message me in the next few hours if you (and your community) is interested i will PN you then with further instructions about how to test thx X39 Share this post Link to post Share on other sites
Spartan0536 189 Posted February 25, 2014 Im searching some testers for the next binaryplease message me in the next few hours if you (and your community) is interested i will PN you then with further instructions about how to test thx X39 X39, I just wanted to thank you for your awesome work in trying to bring an ACE medical feel to ArmA III, if you have any intentions on changing hit point values in ArmA III let me know so I can try to make an XMED version of my ballistics. Share this post Link to post Share on other sites
x39 101 Posted February 25, 2014 X39, I just wanted to thank you for your awesome work in trying to bring an ACE medical feel to ArmA III, if you have any intentions on changing hit point values in ArmA III let me know so I can try to make an XMED version of my ballistics. not in XMedSys 1 as the main scope for XMS1 is pretty simple: provide a medic system :F in theory it is possible to have multiple hitzones with different hitpoint values but ... its not intended to work like i wish (thats the reason why there WILL be a XMS2 which will feature a compleete rewrite of the entire code but this time i know where i start and what i need to do :F) Share this post Link to post Share on other sites
Spartan0536 189 Posted February 25, 2014 not in XMedSys 1as the main scope for XMS1 is pretty simple: provide a medic system :F in theory it is possible to have multiple hitzones with different hitpoint values but ... its not intended to work like i wish (thats the reason why there WILL be a XMS2 which will feature a compleete rewrite of the entire code but this time i know where i start and what i need to do :F) Thanks, this at least will give me time to finish off all the calibers, I can't wait for XMEDSYS1 to be completed, so far it looks real good! Share this post Link to post Share on other sites