Barazin 10 Posted June 4, 2014 Is there by any chance possible to use debug console to give another player certain xmedsys damage values live in-game? Share this post Link to post Share on other sites
x39 101 Posted June 12, 2014 (edited) RELEASE 0.3.7 BETA !IMPORTANT INFO! THIS UPDATE WILL BREAK YOUR CURRENT KEY SETUP AS ITS NOW HANDLED IN THE XLib OWN MOD PROPERTIES UI Download: http://www.mediafire.com/download/jj62igc6f3v0f0t/XMedSys_BETA_0.3.7.zip Changelog: 0.3.7 BETA* X39_MedSys_var_Hearing_earPlugManipulationValue changed from 0.2 to 0.8 (earplugs wont "mute" your game anymore) * fixed: 0000089: 0.3.6 death report and body reactions * new Variable: X39_MedSys_var_actionTimeout_MorphineUnit default: 1 * new Variable: X39_MedSys_var_actionTimeout_EpinephrineUnit default: 1 * new Variable: X39_MedSys_var_actionTimeout_DephibrilateUnit default: 7 * new Variable: X39_MedSys_var_actionTimeout_CheckUnitStatus default: 1 * new Variable: X39_MedSys_var_actionTimeout_BloodUnit default: 5 * new Variable: X39_MedSys_var_actionTimeout_BandageUnit default: 3 * new Variable: X39_MedSys_var_actionTimeout_UseMedkitOnUnit default: 5 * new Variable: X39_MedSys_var_actionTimeout_Stabilize default: 20 * new Variable: X39_MedSys_var_actionTimeout_PutTourniquet default: 4 * ported bandage & injector models from XMS2 into XMedSys * Changed medical ammo box to a larger version with a propper overlay * Upped medical ammo box capacity so that the items now ACTUALLY find a place inside of the box (makes the box to some sort of uber box but ... yeah ... still better then having to place 1000000 boxes) * (https://github.com/X39/XMedSys1/pull/16 thx to sqwishy) initilizePlayer no longer takes a unit parameter * (https://github.com/X39/XMedSys1/pull/16 thx to sqwishy) Adds a missing semicolon to a config.cpp * Spanish translation added * Hungarian translation has been updated * XMedSys is now using XLibs PropertiesMenu (allows ingame configuration) Edited June 12, 2014 by X39 Share this post Link to post Share on other sites
Guest Posted June 12, 2014 Again many thanks for informing us about the new release :cool: New version frontpaged on the Armaholic homepage. XMedSys v0.3.7 BetaXActionUI (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! Share this post Link to post Share on other sites
astrell 3 Posted June 12, 2014 Its still necessary for a example how the limitation module and scripted functions works? Someone interessted? Questions? Share this post Link to post Share on other sites
kgino1045 12 Posted June 12, 2014 (edited) Great effort sir testing right now! so exited about XMS2 models! ---------- Post added at 23:52 ---------- Previous post was at 23:04 ---------- Seems like JIP is still make us unhappy :( Limitation is still messed up with JIP, though the new model and new config menu looks facinating, anyway i Hope this JIP things figured in easy way Edited June 12, 2014 by kgino1045 Share this post Link to post Share on other sites
x39 101 Posted June 13, 2014 Great effort sir testing right now!so exited about XMS2 models! ---------- Post added at 23:52 ---------- Previous post was at 23:04 ---------- Seems like JIP is still make us unhappy :( Limitation is still messed up with JIP, though the new model and new config menu looks facinating, anyway i Hope this JIP things figured in easy way please go more into detail about the JIP issue Share this post Link to post Share on other sites
kgino1045 12 Posted June 13, 2014 (edited) please go more into detail about the JIP issue The Xmedsys's limitation is still apply to person who join at the very first, and The limitaion is not apply to JIP player so they can't use anything but bandage, even medic. this is what i did. set Some ALiVE Modules (very basic ones ALiVE requires, Admin Action, View setting and Garbage collector) enable limitations system Base module Add Limitation [Take classes name : YES] Link Add Limitation to medic and set every thing in Limitation to add line make another add limitation link with normal soldiers (not medic) and set only bandage, tourniquet and that JIP things happend am i did something wrong? It's working right now for some how derp D: Edited June 13, 2014 by kgino1045 Share this post Link to post Share on other sites
-r-Santa 10 Posted June 13, 2014 Queria felicitaros por este gran trabajo con el mod XmedSys. Share this post Link to post Share on other sites
sonsalt6 105 Posted June 13, 2014 New update v0.3.7 beta available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Placebo 29 Posted June 13, 2014 Queria felicitaros por este gran trabajo con el mod XmedSys. Please include English with any post you make, even if you're only using a google translation etc. Share this post Link to post Share on other sites
Pacoca2112 10 Posted June 13, 2014 how i activate the ( X39_MedSys_var_Head_HeadShotDeathLimit = -1;) variable? Share this post Link to post Share on other sites
chondo999 1 Posted June 15, 2014 (edited) deleted Edited June 16, 2014 by chondo999 Share this post Link to post Share on other sites
LuizL 10 Posted June 16, 2014 Well, it is not showing the tounique option and medikit option on the screen once I interact with other and myself. Is there anything I must enabled? Ty. Share this post Link to post Share on other sites
6-Pac 10 Posted June 16, 2014 Thank you for this answer. I looked for this issue too. The solution for the XmedSys initialization is the "RespawnOnStart = 0;". However, if I do it in this way my very first spawn is not at the place where I put the player in the editor. The player's first spawn is at the first respawn point like "respawn_west" or randomly at on of my respawn-module points. I tried it in both ways. Once with markers like "respawn_west; respawn_west1; respawn_west2......" and once without markes but with the respawn-module from the editor.How can I let the players spawn at their predestined positions? I didn't see any version-changes according to this problem. Does anybody know about this issue? Thanks, 6-Pac Share this post Link to post Share on other sites
Shifty85Ger 10 Posted June 17, 2014 Hey is there a way to use the xmedsys in missions with respawn and jip ? Share this post Link to post Share on other sites
Rath 10 Posted June 17, 2014 Hey is there a way to use the xmedsys in missions with respawn and jip ? It already works like that... you need @XLIB, @XActionUi, and @XMEDSys as well as the XMED module placed on the map. Share this post Link to post Share on other sites
x39 101 Posted June 18, 2014 Hey is there a way to use the xmedsys in missions with respawn and jip ? please get more specific had any issues with this? or was it more a generic question as its not told on the front page? Share this post Link to post Share on other sites
Shifty85Ger 10 Posted June 18, 2014 Sorry for ma late reply: i placed the Base module and used the limtation modul and after a respawn or if i join a mission after the start i miss the buttons that i limitet in the adsd limitation modul Share this post Link to post Share on other sites
x39 101 Posted June 18, 2014 Sorry for ma late reply:i placed the Base module and used the limtation modul and after a respawn or if i join a mission after the start i miss the buttons that i limitet in the adsd limitation modul ahh well ... that will happen in some future patch the limitations are something ... special (pretty heavy script fuck :F but im currently too bussy so that im not able to work on XMedSys) Share this post Link to post Share on other sites
Shifty85Ger 10 Posted June 19, 2014 ok thanks for ur great job and the fast reply Share this post Link to post Share on other sites
Sim.M 48 Posted June 26, 2014 A couple of my team mates have set their interaction key to escape! Now they cannot change their game options (or even exit the game) where are the keybindings for the mod saved so that they can revert this? Share this post Link to post Share on other sites
x39 101 Posted June 26, 2014 A couple of my team mates have set their interaction key to escape! Now they cannot change their game options (or even exit the game) where are the keybindings for the mod saved so that they can revert this? in the player profile so the only solution is deleting the player profile or moving in editor and changing it from the esc menu there if its not even working inside of there well then XMedSys is not the problem Share this post Link to post Share on other sites
ColByKid 10 Posted June 29, 2014 I got a problem. I can't use earplug and medkit because I don't see any menu when I press action key 1 or action key 2. Someone help me figure it out please? Thanks Share this post Link to post Share on other sites
Rath 10 Posted June 29, 2014 I got a problem. I can't use earplug and medkit because I don't see any menu when I press action key 1 or action key 2. Someone help me figure it out please? Thanks Do you have the @XactionUi and @XLIB addons enabled as well as @XMEDSYS? Do you have the XMED base module placed on the map? Do you have the controls properly set up? (when in-game, press ESC, click on "MOD CONFIGURATION" then click on "X39 MEDICAL SYSTEM" then set your keys for self and other interaction) Share this post Link to post Share on other sites
dr. rockso 10 Posted June 30, 2014 Hey guys, Just on the side of server config. I want to be able to include the deafness aspect but I only want it to last say 60 seconds. How can I change this? ---------- Post added at 11:11 ---------- Previous post was at 11:02 ---------- Sorry - found it - http://x39software.unitedtacticalforces.de/wiki/index.php?title=X39_MedSys_var_He Share this post Link to post Share on other sites