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XMedSys - Improved Medical System for A3

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Hi X39,

...

{A whole bunch of code and variables that I am still trying to learn about

[even more stuff that I don't understand]

}

X39_MedSys_var_Pain_Blur = false;

ect ect.

...

I had to laugh so hard when i read this. It describes exactly the world i`m in right now :D

But no matter how poor my ability to learn this script language is, this mod blows my mind in any form. Just finished 3h of PO3 on Chernarus with ALiVE, TFR and XMedSys -> best 3h on A3 ever :D

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Seriously can not get this working. I just place the module down, and thats it? I change my custom key 1 and 2 but I cant get the command key up.

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Seriously can not get this working. I just place the module down, and thats it? I change my custom key 1 and 2 but I cant get the command key up.

A couple of things. Make sure that you are placing the correct module (the base module I think...) then make sure that your key binds for custom action 1 and 2 are single key binds. IE don't try to use ALT + .... or SHIFT + .... or CTRL + ....

Otherwise thats it.. If the addon is enabled, you place the xmed module on the map, your keybind for yourself (custom 1) should open an interaction menu. Then you have to place down the ammo crate with the supplies in it.

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Hello.

I seem to be getting this kind of error when applying morphine, however, the morphine still does appear to be working.

Error in expression <39_MedSys_var_Pain_MorphineHpHealValue, _allowedID] call X39_MedSys_fnc_healUnit>
 Error position: <_allowedID] call X39_MedSys_fnc_healUnit>
 Error Undefined variable in expression: _allowedid
File X39_MedSys_Scripting\MedicSystem\Functions\MedicalActions\morphineUnit.sqf, line 25

Also, I have tried to prevent the stance changing loop associated with broken legs by setting the following.

X39_MedSys_var_Legs_AllowBrokenLegs = false;
X39_MedSys_var_Legs_DamageBeforeProneOnly = 10;

Yet I still get injured at the legs and am forced prone, and get stuck in the animation limbo. Any advice on how to disable being forced to go prone?

Also, out of curiosty, why does the modmaker still use the bugged impelementation when he is on the mercy of bis on wheter or not it gets fixed?

Edited by Bumgie

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Hello.

I seem to be getting this kind of error when applying morphine, however, the morphine still does appear to be working.

Error in expression <39_MedSys_var_Pain_MorphineHpHealValue, _allowedID] call X39_MedSys_fnc_healUnit>
 Error position: <_allowedID] call X39_MedSys_fnc_healUnit>
 Error Undefined variable in expression: _allowedid
File X39_MedSys_Scripting\MedicSystem\Functions\MedicalActions\morphineUnit.sqf, line 25

Also, I have tried to prevent the stance changing loop associated with broken legs by setting the following.

X39_MedSys_var_Legs_AllowBrokenLegs = false;
X39_MedSys_var_Legs_DamageBeforeProneOnly = 10;

Yet I still get injured at the legs and am forced prone, and get stuck in the animation limbo. Any advice on how to disable being forced to go prone?

Also, out of curiosty, why does the modmaker still use the bugged impelementation when he is on the mercy of bis on wheter or not it gets fixed?

StanceChangeLoop bug at ArmA 3 feedback tracker:

http://feedback.arma3.com/view.php?id=15962

for the X39_MedSys_var_Legs_AllowBrokenLegs variable simply create a ticket at the feedback tracker so i can fix it next update

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Is bleeding not working currently? For some reason we don't lose blood at all, even if we are bleeding badly..

this is my serverconfig:

//Upped these values a bit to allow medics a bit longer time

X39_MedSys_Generic_DamageBeforeKnockOut = 6;

X39_MedSys_Generic_DamageBeforePermaKnockOut = 8;

//Disable permanent death (Unsure if this is really needed, will need to be tested!

X39_MedSys_Generic_DamageBeforeDead = -1;

//Disable instant death on headshot.

X39_MedSys_var_Head_HeadShotDeathLimit = -1;

//Leg damage multiplicator lowered to 1 instead of 2

X39_MedSys_var_Legs_DamageMultiplicator = 1;

//General damage muliplicator lowered to 1.2 instead of 1.5.

X39_MedSys_var_DamageMultiplicator = 1.2;

//Changed the heal values for some of the items.

X39_MedSys_Healing_MedKitValue = 5;

X39_MedSys_BandageBleedingHeal = 4;

X39_MedSys_var_Pain_MorphineHealValue = 5;

X39_MedSys_var_BloodPackValue = 2000; //Upped to 2000 from 1500. (Full blood value is 6000.)

//Changed time for bleedout and showing of the respawn buttons.

X39_MedSys_var_LifeTime = 600;

X39_MedSys_Display_TimeBeforeRespawnAvailable_Death = 30;

X39_MedSys_Display_TimeBeforeRespawnAvailable_NormalKnockout = 60;

//Disabling the need for ear plugs and the players going deaf. (Due not not being healable and is sort of game breaking..)

X39_MedSys_var_Hearing_enable = false;

playEarRingingSound = false; //Unsure if this value is even needed, I think hearing_enable is the main switch for this action)

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It seems that this mod doesn't work on a Linux server because whenever the mod calls for the userconfigs it does so with capital letters.

/lib/Network/networkServer.cpp ClearNetServer:NOT IMPLEMENTED - briefing!

Include file userconfig\X39\MedSys_ClientConfig.hpp not found.

Cannot include file \userconfig\X39\MedSys_ClientConfig.hpp

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It seems that this mod doesn't work on a Linux server because whenever the mod calls for the userconfigs it does so with capital letters.

/lib/Network/networkServer.cpp ClearNetServer:NOT IMPLEMENTED - briefing!

Include file userconfig\X39\MedSys_ClientConfig.hpp not found.

Cannot include file \userconfig\X39\MedSys_ClientConfig.hpp

not my fault at all

raise a bug at BI side as im not able to fix this until i ported my dotX39 to ArmA

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Release 0.3.4 BETA

Download:

http://www.mediafire.com/download/ub8et5buo6odxj1/XMedSys_BETA_0.3.4.zip

Changelog:

0.3.4 BETA
* fixed: X39_MedSys_fnc_morphineUnit is throwing script error                                                [ http://feedback.vbundeswehr.de/view.php?id=45 ]
* fixed: X39_MedSys_var_Head_HeadShotFakeKilling is broken                                                    [ http://feedback.vbundeswehr.de/view.php?id=42 ]
* fixed: Stabilize breaking xmed menus                                                                        [ http://feedback.vbundeswehr.de/view.php?id=39 ]
* fixed: Info on blood pressure not showing when "X39_MedSys_var_Action_CheckUnit_OutputRealValues" is true    [ http://feedback.vbundeswehr.de/view.php?id=43 ]
* fixed: XMedSys items are not showing up in ZEUS                                                            [ http://feedback.vbundeswehr.de/view.php?id=38 ]
* fixed: Limitation Module errors on mission start                                                            [ http://feedback.vbundeswehr.de/view.php?id=48 ]
* new variables:
   - X39_MedSys_var_allowSpeedLimitations_forceWalkAtXDamage                (3)                //In combination with X39_MedSys_var_allowSpeedLimitations, sets when the unit is forced into walking mode (-1 to disable)
                                                                                             [ http://feedback.vbundeswehr.de/view.php?id=33 ]
   - X39_MedSys_var_Hearing_Multiplicator                                    (1)                //Use this to manipulate how fast you can get deaf !ONLY APPLIED ON X39_MedSys_fnc_addUnitHearing!
   - X39_MedSys_var_Hearing_CureValue                                        (-0.00001)        //Use this to manipulate how fast youre deafness will disappear

Edited by X39

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Guest

Thank you very much for informing us about the updated release mate :cool:

New version frontpaged on the Armaholic homepage.

news_download_a3_3.png

XMedSys v0.3.4 Beta

required_addons.png

XActionUI (included)

XLib (included)

================================================

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!

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Same issue as one of the previous posters, action menus do not display what-so-ever, even with the correct modules placed.

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Same issue as one of the previous posters, action menus do not display what-so-ever, even with the correct modules placed.

thats because its a setup issue my friend

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thats because its a setup issue my friend

What exactly do you mean? The custom mission is almost identical to your Stratis test mission.

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remove the limitations module and set only the base xmed module

also I'm having a problem

X39_MedSys_var_KillUnitWhenMaxDamageReached = true; isn't working at all. my serverconfig is very minimal, here:

X39_MedSys_var_Pain_MorphineHealValue = 6; //Double

X39_MedSys_var_BloodPackValue = 3000; //Double

X39_MedSys_var_KillUnitWhenMaxDamageReached = true; //notworking

these settings with the default enabled are working very well so far, except people just don't die, they pass out. any ideas why the variable isn't working?

I do realize you said it would still allow a fake kill, but then do I just set X39_MedSys_var_Head_HeadShotFakeKilling to false?

EDIT: Also grenades and RPGs leave people standing and only say "lightly hurt", would anyone know how to change this?

I'm just trying to replicate ACE wounding as closely as possible. healing is perfect, but things like unconsciousness, damage, and death aren't really working as nicely as they could be, but I'm thinking I can just change some variables or that I missed something. I tried some, but made it a lot worse lol

Edited by GDent

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why are changes needed? isnt xmed instented to be like ACE2?

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why are changes needed? isnt xmed instented to be like ACE2?

I don't know, but it takes some changing of the configuration to get it right. And you don't actually die when hit enough times, and now grenades aren't killing or even knocking out at point blank range, so I'm looking for input from someone who knows how to manipulate the serverconfig so that we can replicate ACE better.

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Can somebody perhaps provide a clear tutorial on how to incorporate this in a mission, and how to set limitations? I've read the instructions quite a couple of times now, but I can't get it to work to make 100% heal to medic

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I am just wondering in line with my previous messages, is this limited to ArmA 3's "NATO" or is there compatibility issues with the "ALiVE" mod?

This mod works just fine on the test mission, it also works on the mission I have just completed which is based in Fallujah using A3MP with ALiVE and IAF (Irish Armed Forces), it shows the crates of medical supplies but the Self and Other interaction menus do not show.

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No I 've had xmed system working with alive... Couldn't figure out limitations, but I figured that was a "limitation" of my intelligence rather than a conflict... Has anyone else confirmed Limitation system works with Alive ?

SJ

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You know what, I just now tested with Use Action 1 & 2 in-game and it works perfectly.

I overlooked the "useActionKey" function" in the Client side configuration file.

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Can somebody perhaps provide a clear tutorial on how to incorporate this in a mission, and how to set limitations? I've read the instructions quite a couple of times now, but I can't get it to work to make 100% heal to medic

Heh, I asked for the same thing about 4 pages back. Only had one person respond. The author couldn't figure out what my question was, and when I clarified, he still didn't answer....

This is the main issue with this mod. It is not setup friendly and there are no clear guides or instructions. Meh, whatever. I'll get it figured out eventually. I've already gone through the code and written a 'Medics Guide' with explanations on the the different stages of healing and value of each in game item ect, it's just a matter of time before I get frustrated and figure out the limitations!

Just my .02c, but when you completely rewrite the next version as you were talking about X39, maybe you could find someone to help out, and put in a parameters section for the mission launch were you select your limitations and healing values ect. Similar to invade and annex and patrol ops for AI, except do it for the medical system. Just a suggestion, no idea how much work that entails!

Edited by Ruwe

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I would be interested in your guide for medics if you don't mind sharing, our clan needs something like that to stop the triple morphine binging.

Sent from my HTC One using Tapatalk

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I would be interested in your guide for medics if you don't mind sharing, our clan needs something like that to stop the triple morphine binging.

Sent from my HTC One using Tapatalk

PM sent

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Can somebody perhaps provide a clear tutorial on how to incorporate this in a mission, and how to set limitations? I've read the instructions quite a couple of times now, but I can't get it to work to make 100% heal to medic

please write here your config, xlib version and xmedsys version.

Everbody else with problems in the limitation system do the same thing ( but in a spoiler window please ! )

I will help if a can.

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