friznit2 350 Posted April 6, 2014 I didn't try JIP again - I confirmed that wasn't working before though and logged a ticket for it already. Also did not have ALiVE CQB module so will need to check that too, though lord knows why that would be causing any issues. This was all tested on a dedi server fwiw. Share this post Link to post Share on other sites
kgino1045 12 Posted April 7, 2014 (edited) Ok, Last check If i want to make limitation I should place Base module Enable limitation system add limitation right? and setting yes at take classname and put "BANDAGE", "BLOOD" etc etc and set Behavior to synced units are able to heal other units up to 100% in field and link with medic and if i want to limit others I should set in add limitation i.e. ["BANDAGE", "EPINEPHRINE", "MORPHINE", "TOURNIQUET"] Like this and i link it with rifleman, squad leader, engineer, Anti-tank missile specialist and pilots THEN I join at the Dedicated server which is created by TADST tool from the very first i can see limitation is work but as soon as other ppl get in the rest of ppl can only see put earplugs and check self buttons even medic only can see them. the more strange is after i reopen the same set server for testing this, like 3~5 more times, even i can't see rest of em but put earplugs and check self. what did i do wrong? should i set rank as same as playable characters? I remove CQB so other JIP server or Headless clinet shitty can't bother me what else ALiVE things are making this? The placed ALiVE module is Requires ALIVE Profile system Admin action Garbage collector Dynamic weather Ambient civilian placement Civilian population system view setting Military intelligence AI Skill Military logistic Each OPCOM for BLUFOR AND OPFOR Military civilian placement Military placement Sorry to reader and author about my lame long writing but it would be really appreciate some one can fix this :( Edited April 7, 2014 by kgino1045 Share this post Link to post Share on other sites
x39 101 Posted April 7, 2014 Ok, Last checkIf i want to make limitation I should place Base module Enable limitation system add limitation right? and setting yes at take classname and put "BANDAGE", "BLOOD" etc etc and set Behavior to synced units are able to heal other units up to 100% in field and link with medic and if i want to limit others I should set in add limitation i.e. ["BANDAGE", "EPINEPHRINE", "MORPHINE", "TOURNIQUET"] Like this and i link it with rifleman, squad leader, engineer, Anti-tank missile specialist and pilots THEN I join at the Dedicated server which is created by TADST tool from the very first i can see limitation is work but as soon as other ppl get in the rest of ppl can only see put earplugs and check self buttons even medic only can see them. the more strange is after i reopen the same set server for testing this, like 3~5 more times, even i can't see rest of em but put earplugs and check self. what did i do wrong? I remove CQB so other JIP server or Headless clinet shitty can't bother me what else ALiVE things are making this? The placed ALiVE module is Requires ALIVE Profile system Admin action Garbage collector Dynamic weather Ambient civilian placement Civilian population system view setting Military intelligence AI Skill Military logistic Each OPCOM for BLUFOR AND OPFOR Military civilian placement Military placement Sorry to reader and author about my lame long writing but it would be really appreciate some one can fix this :( Check feedback tracker there is an issue in current version preventing JIP safeuse of the modules fixed it today so wait till next patch Share this post Link to post Share on other sites
kgino1045 12 Posted April 7, 2014 Check feedback tracker there is an issue in current version preventing JIP safeuse of the modulesfixed it today so wait till next patch I thought JIP was ONLY ALIVE system's but after i saw in bug report i finally understand why it's happening, and what is JIP meaning Sorry and thank you Share this post Link to post Share on other sites
x39 101 Posted April 7, 2014 (edited) Ok, Last checkIf i want to make limitation I should place Base module Enable limitation system add limitation right? and setting yes at take classname and put "BANDAGE", "BLOOD" etc etc and set Behavior to synced units are able to heal other units up to 100% in field and link with medic and if i want to limit others I should set in add limitation i.e. ["BANDAGE", "EPINEPHRINE", "MORPHINE", "TOURNIQUET"] Like this and i link it with rifleman, squad leader, engineer, Anti-tank missile specialist and pilots THEN I join at the Dedicated server which is created by TADST tool from the very first i can see limitation is work but as soon as other ppl get in the rest of ppl can only see put earplugs and check self buttons even medic only can see them. the more strange is after i reopen the same set server for testing this, like 3~5 more times, even i can't see rest of em but put earplugs and check self. what did i do wrong? I remove CQB so other JIP server or Headless clinet shitty can't bother me what else ALiVE things are making this? The placed ALiVE module is Requires ALIVE Profile system Admin action Garbage collector Dynamic weather Ambient civilian placement Civilian population system view setting Military intelligence AI Skill Military logistic Each OPCOM for BLUFOR AND OPFOR Military civilian placement Military placement Sorry to reader and author about my lame long writing but it would be really appreciate some one can fix this :( Check feedback tracker there is an issue in current version preventing JIP safeuse of the modules fixed it today so wait till next patch BAD MOBILEPHONE! Edited April 7, 2014 by X39 Share this post Link to post Share on other sites
pabstmirror 34 Posted April 7, 2014 (edited) Edit-Nevermind should have read further back. Just change false to 0 In serverconfig.cpp I have X39_MedSys_var_Hearing_enable = false; but this gives me an error if(!X39_MedSys_var_Hearing_enable) exitWith> Error position: <!X39_MedSys_var_Hearing_enable) exitWith> Error !: Type String, expected Bool File X39_MedSys_Scripting\MedicSystem\Functions\UpdateTicks\hearingHandler.sqf, line 10 When I check the debug console, X39_MedSys_var_Hearing_enable is equal to "false", typename is a string, not bool for some reason. Edited April 7, 2014 by PabstMirror Share this post Link to post Share on other sites
astrell 3 Posted April 7, 2014 Check this out!!!, this is exactly what you wanna know Share this post Link to post Share on other sites
x39 101 Posted April 7, 2014 Special Dev post As i still got some time today (not able to sleep) its the perfect moment for a stupid dev post we all want to forget tomorrow where i want to give you some sort of "future vision" for XMedSys (after the code rewrite): More realistic medical systemto archieve this i will work together with some real world medics of armies around the worldthis does not means that XMedSys gets more complicated as the concept is still: keep it as flexible as possible (might also get another scripter soon on this project ... well ... still "hiring" :F) Getting away from those animation pauses and let the medic actually do something (again: needs to be fully optional)sort of "minigames" to let the medic "feel" being a medic (so that its not like: OOHHHHH HE IS BLEEDING --> Menu opening --> Selecting bandages --> wait --> MAGIC) Improoved code for more featurescurrently there are many things i would implement when XMedSys was not XmedSys ...sadly i started big scripting with XMedSys meaning my knowledge about SQF was ... yeah ... not rly there and i also had not made real thoughts about what needs to be possible and what not so i now ended up with a pretty messy code which is FAR away from what my usual coding standarts are ... but well ^^ this is less interesting for the masses so i will skip here temporary effectsCurrently EVERYTHING in XMedSys is pretty static as it is not possible to change variables only for a specific timeXMedSys 2 WILL feature a new sort of updateTickScriptEngine (yay :F a new word) which will make it possible to create timed effects like (only example) random temporary time incrementing + blurry vision when youre throwing yourself into sand but youre not wearing a goggle which is protecting your eyes in a requried manner (yeah ... pretty bad example) More itemssimply more itemsYou want Yellow bandages? pick them (another stupid example of a sleepy dev) New specialized "tools"example:Using a stationary medical bay you will be able to scan people and patch them up much faster (bad explained ... sorry for this ... mainly for public server use when youre back in base) Specialized UI only for XMedSysno XActionUI anymore :( (maybe ... still not sure if im simply extending XActionUI even more that it is able to handle the new requirements for XMedSys) EYECANDYCurrently in XMedSys all animations are ... yeah:bugged, not working, strange, wrongly alignedand i got pretty bad news for youfor many of those things up therethis will never change in XMedSys < codeRewrite ...the next XMedSys will feature a new way of using those animations so that they wont be fucked anymore (also i will spend time to set the propper position of FE. the carry animation) well thats pretty everything which came into my mind till now please also note that XMedSys 2 wont be developed in the public anymore (till it reaches BETA which is hopefully soon after my exams in school as i then got much time before begin study) but yeah ... i will repeat that soon kindly regards X39 ps just read it multiple times again today XMedSys is NOT developed by a team of scripters! its a oneManArmy Project currently with some help of the community also the current description is not matching anymore but yeah ... thats the thing with lazy devs :F Share this post Link to post Share on other sites
GDent 10 Posted April 8, 2014 hey guys, I ran into a new problem. it's really the last thing before this mod is pretty much perfect for me I finally got true death to work, but now units won't bleed out. It says Blood left: 100% and doesn't go down when passed out. no idea why this is happening, but here's my server config: X39_MedSys_var_Pain_MorphineHealValue = 6; //Double X39_MedSys_var_BloodPackValue = 3000; //Double X39_MedSys_var_Healing_MedKitValue = 10; //Double X39_MedSys_var_DamageMultiplicator = 3; //1.5 def X39_MedSys_var_KillUnitWhenMaxDamageReached = 1; //true death X39_MedSys_var_Hearing_enable = false; //Turn off deafness X39_MedSys_var_KnockOut_showRespawnButton = 0; X39_MedSys_var_Legs_DamageBeforeProneOnly = 9; //broken legs X39_MedSys_var_Bleeding_BloodLossPerTickModificator = 2; //def 1 X39_MedSys_var_Head_HeadShotFakeKilling = false //tied to maxdam I tried changing X39_MedSys_var_Bleeding_BloodLossPerTickModificator but it didn't seem to do anything I tried it with X39_MedSys_var_KillUnitWhenMaxDamageReached = 0; and it still does it, so I guess it's not that I thought I saw a post about this earlier but I couldn't find it. sorry if this has already been answered, but I can't seem to find it also X39, I like your ideas for XmedSys2, and develop it privately if you want to. will love to play with anything new Share this post Link to post Share on other sites
kgino1045 12 Posted April 8, 2014 It was really surprised that this whole total great stuff is worked only by your self Incredible. I'm really appreciated your awesome work. and i'm really expecting that minigames :D hope many ppl help this work so can figured JIP things :( Again thank you for your great dedication. Share this post Link to post Share on other sites
astrell 3 Posted April 8, 2014 @Gdent You still shouldn't use the words true/false. Use 1/0 instead like the other variables. Follow the link from me on the top of this site. Share this post Link to post Share on other sites
GDent 10 Posted April 8, 2014 Wow, I didn't know it was that important. I thought only some variables needed to be changed to 1 or 0, not all of them. Thank you, all the settings are perfect. This is a huge breakthrough for me Share this post Link to post Share on other sites
TG Stuffed 10 Posted April 8, 2014 (edited) @X39 Let me know if you need any factual advice from a former army medic! :) Also, can you PLEASE look into implementing the option of having an AI or other object as a aid-station, where you can be carried by the medevac and dropped on the ground, and it heals you to 100%? Also, incremental heal limitations would be cool, so we could set to 40, 60, 80 or 100% for example. By the way, I have discovered another bug.. I'm not sure if it's just my config, but I discovered that changing this variable from the default makes you lose small portions of health all the time, leading to you passing out eventually, without even bleeding. You also start with the status "You are lightly hurt" and will never be "-/-" //X39_MedSys_var_DamageMultiplicator = 1.2; I have not tried changing this to anything else than 1.2, but 1.2 doesnt work anywho. Will make a bug report now. Edited April 8, 2014 by TG Stuffed Share this post Link to post Share on other sites
astrell 3 Posted April 8, 2014 In the limitation module is a option for a service provider vehicle, it's the medevac function your searching for. To define the % how much can be healed use this x39 MedSys var Limitations MaxHeal Because it's part of the limitation system put it in your ini.sqf or in the init field of the limitation module. Server config doesn't work. Share this post Link to post Share on other sites
TG Stuffed 10 Posted April 8, 2014 In the limitation module is a option for a service provider vehicle, it's the medevac function your searching for. To define the % how much can be healed use this x39 MedSys var Limitations MaxHeal Because it's part of the limitation system put it in your ini.sqf or in the init field of the limitation module. Server config doesn't work. Ok, so if I link a vehicle to a module with this setting, it will automatically heal anyone close or inside to 100%? Maxheal, is that for limiting medics, and will the service provider still heal to 100%? Share this post Link to post Share on other sites
astrell 3 Posted April 8, 2014 Inside or close to it - not tested sry. It's for limiting everyone except service provider. Share this post Link to post Share on other sites
TG Stuffed 10 Posted April 8, 2014 Ok, sounds good, will try to test it tommorrow. I'll let you know. Share this post Link to post Share on other sites
gavc 28 Posted April 8, 2014 (edited) @GDent , would love a copy of your serverconfig file as i've given up trying to tweak mine. It works, but just not with limitations. At teh moment i have the base module down and the mod working perfectly, but i'd like insto-death and a to configure it slightly differently (make medics more capable, enable respawn button, etc etc...) *edit, oh and let me know exactly which modules you are using? Any time i try drop in limitations it seems to break xmed Thanks Gav Edited April 8, 2014 by GavC Share this post Link to post Share on other sites
Barazin 10 Posted April 8, 2014 Agreed. I would love if someone could share the serverconfig with limitations they use. Share this post Link to post Share on other sites
kgino1045 12 Posted April 8, 2014 How can i control damage? it's a bit harsh to me to play one shot and knock out Is it available? Share this post Link to post Share on other sites
x39 101 Posted April 8, 2014 Any time i try drop in limitations it seems to break xmed you do something wrong if you get the "broken" XmedSys (action menu will only show check yourself) Ok, so if I link a vehicle to a module with this setting, it will automatically heal anyone close or inside to 100%?Maxheal, is that for limiting medics, and will the service provider still heal to 100%? no it will not the mod does not provides a script which automatically resets your stats when youre calling it meaning you need to implement it by yourself (check wiki for required functions) the third param. of addLimitation just says that "service provider" (2) will make it possible for "limited medics" (1) to act like they where "full medics" (0) Share this post Link to post Share on other sites
GDent 10 Posted April 8, 2014 Agreed. I would love if someone could share the serverconfig with limitations they use. @GDent , would love a copy of your serverconfig file as i've given up trying to tweak mine. It works, but just not with limitations. At teh moment i have the base module down and the mod working perfectly, but i'd like insto-death and a to configure it slightly differently (make medics more capable, enable respawn button, etc etc...)*edit, oh and let me know exactly which modules you are using? Any time i try drop in limitations it seems to break xmed Thanks Gav I'm sorry, I haven't even tried the limitations yet I'm sure I'll run into problems when I do, but otherwise my server config is in my last post, just change all the true and false to 1 and 0. Mess with the damage settings a bit if it's too much or to little Sent from my SAMSUNG-SGH-I747 using Tapatalk Share this post Link to post Share on other sites
kgino1045 12 Posted April 8, 2014 (edited) Seems like xmedsys make player vision to blur from the very first time to be specific i don't get shot or morphine things, it blur at the edge of screen any solution? also this one too D: How can i control damage? it's a bit harsh to me to play one shot and knock outIs it available? figured but this blur is so annyoing :( how can i remove this? i assume this blur is same as the screen that we press esc while we are in game Edited April 9, 2014 by kgino1045 Share this post Link to post Share on other sites
gavc 28 Posted April 8, 2014 @gdent ah, my mistake I thought you needed to have the limitations module in play in order to use a custom server configuration Sent from my HTC One using Tapatalk Share this post Link to post Share on other sites
TG Stuffed 10 Posted April 9, 2014 Seems like xmedsys make player vision to blur from the very first timeto be specific i don't get shot or morphine things, it blur at the edge of screen any solution? also this one too D: figured but this blur is so annyoing :( how can i remove this? i assume this blur is same as the screen that we press esc while we are in game I covered this a couple of pages back. I guess you're using the morphineoverdose variable in your serverconfig? Try removing it. That was the fault for me. Share this post Link to post Share on other sites