x39 101 Posted September 30, 2014 there is a way that only the module is placed and all actions work in AI as dragging, carrying, bendage, Knockout, unconscious etc ... without having to put anything in the Init each AI unit? ... I think put a lot of work in each Init code of AI in SP ... Thank:j: in short? No the AI was never to be supported at all (even if some sort of support for AI is inside) to enable it on all units (!!AFTER MISSION START!!) simply use please note that it is recommended by me to ignore the module then and just to use this peice of code ^^ { WHATEVER_CODE_YOU_NEED }foreach allMissionUnits "CAManBase"; greets X39 Share this post Link to post Share on other sites
TrunkSpunk 10 Posted September 30, 2014 in short?No the AI was never to be supported at all (even if some sort of support for AI is inside) to enable it on all units (!!AFTER MISSION START!!) simply use please note that it is recommended by me to ignore the module then and just to use this peice of code ^^ { WHATEVER_CODE_YOU_NEED }foreach allMissionUnits "CAManBase"; greets X39 Hey, I can't get the carry/drag to work. It says "this makes no sense". Any help would be greatly appreciated :) Share this post Link to post Share on other sites
ABeardedBear 10 Posted October 1, 2014 (edited) Hello all, we're trying to test the xmed sys which is a great thing in our opinion, since we tried the agm one but really didnt like the simplified options, and the death on hit feature. So we're trying to work the xmed with the agm, but we have a curious problem, even if we have the medikits, and the tourniquet, we actually cant select them through the options, and apply them. Any wild guess why we experience this? UPDATE Problem solved, seemd that the test mission had such limitations. But we are handling the hearing stuff, and we are wondering if we can lower the strenght of the effects, since few rounds shot can deaf you. Or remove at all this feature. Edited October 1, 2014 by ABeardedBear Share this post Link to post Share on other sites
x39 101 Posted October 1, 2014 Hello all, we're trying to test the xmed sys which is a great thing in our opinion, since we tried the agm one but really didnt like the simplified options, and the death on hit feature. So we're trying to work the xmed with the agm, but we have a curious problem, even if we have the medikits, and the tourniquet, we actually cant select them through the options, and apply them. Any wild guess why we experience this? UPDATE Problem solved, seemd that the test mission had such limitations. But we are handling the hearing stuff, and we are wondering if we can lower the strenght of the effects, since few rounds shot can deaf you. Or remove at all this feature. good that your update solved check the wiki for your second problem: http://wiki.unitedtacticalforces.de/index.php/XMedSys X39_MedSys_var_Hearing_enable default: true X39_MedSys_var_Hearing_Multiplicator default: 1 X39_MedSys_var_Hearing_CureValue default: -0.00001 Share this post Link to post Share on other sites
Raytesh 10 Posted October 6, 2014 good that your update solvedcheck the wiki for your second problem: http://wiki.unitedtacticalforces.de/index.php/XMedSys X39_MedSys_var_Hearing_enable default: true X39_MedSys_var_Hearing_Multiplicator default: 1 X39_MedSys_var_Hearing_CureValue default: -0.00001 I also had this problem however I testing the mission on my local machine before uploading it to the server when i boot the game and everything is all said and done the hearing does not enable. And at the bottom of the screen i get [X39_MedSys_fnc_addUnitHearing] #1: "0.25#line 15 "X39_MedSys_Settings\config.cpp"" is type String, must be SCALAR. -1 used instead. I know this is referring to the Hearing CureValue but for some reason it just does not seem to work enable while on my local machine in the editor. Share this post Link to post Share on other sites
x39 101 Posted October 6, 2014 I also had this problem however I testing the mission on my local machine before uploading it to the server when i boot the game and everything is all said and done the hearing does not enable. And at the bottom of the screen i get [X39_MedSys_fnc_addUnitHearing] #1: "0.25#line 15 "X39_MedSys_Settings\config.cpp"" is type String, must be SCALAR. -1 used instead. I know this is referring to the Hearing CureValue but for some reason it just does not seem to work enable while on my local machine in the editor. please paste your serverconfig then you might missed a semicolon ';' somewhere or something like that ^^ Share this post Link to post Share on other sites
Raytesh 10 Posted October 7, 2014 Oh yep now that you mentioned that yes there is a semi colon missing. Thx! Share this post Link to post Share on other sites
jonpas 294 Posted October 12, 2014 (edited) Using XMedSys 0.3.8b Beta with AGM (and it's Interaction menus), it's impossible to load/unload into/from vehicles, there is no entry in the code on GitHub. Since medical sub-menu is full you can put it where drag/carry is, plenty of space there and you don't have to add anything to the menu itself. https://github.com/X39/XMedSys1/issues/20 Edited October 14, 2014 by Jonpas Share this post Link to post Share on other sites
x39 101 Posted October 23, 2014 Release BETA 0.3.9 Download http://cloud.unitedtacticalforces.de/public.php?service=files&t=dc13761ad8ce3946bf45086ade4ef2a8 Changelog 0.3.9 BETA * Fixed no putInVehicle/removeFromVehicle action available * Fixed "RevivalMeasures" option is showed everywhere Share this post Link to post Share on other sites
jonpas 294 Posted October 23, 2014 Thank you for the update X39! Share this post Link to post Share on other sites
Guest Posted October 23, 2014 Many thanks for informing us about the new release :cool: New version frontpaged on the Armaholic homepage. XMedSys v0.3.9 BetaXActionUI (included)XLib (included)Optional:Authentic Gameplay Modification ================================================ 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
undecieved07 10 Posted October 30, 2014 Hello all, Congrats on an awesome addition to the arma community. Can u please confirm that the AI can be a medic using this mod? BR. Share this post Link to post Share on other sites
x39 101 Posted October 30, 2014 Hello all,Congrats on an awesome addition to the arma community. Can u please confirm that the AI can be a medic using this mod? BR. you can make the AI as medic but it is not officially supported and the AI wont do anything Share this post Link to post Share on other sites
undecieved07 10 Posted October 30, 2014 So what you are saying is , the AI can't use this mods Items to heal. I have a mission where I am not the medic and I have an AI medic with me. Can he still heal me? because in AGM the AI medics are just useless. BR. Share this post Link to post Share on other sites
x39 101 Posted October 30, 2014 So what you are saying is , the AI can't use this mods Items to heal.I have a mission where I am not the medic and I have an AI medic with me. Can he still heal me? because in AGM the AI medics are just useless. BR. same with XMedSys the AI wont automatically search other units for healing that would require a mod from the size of XMedSys Share this post Link to post Share on other sites
undecieved07 10 Posted October 30, 2014 So this is a Mod mainly for PvP. If I go to the action menu with a Medic. will I be able to heal myself and units. BR; Share this post Link to post Share on other sites
antonstruyk 24 Posted November 1, 2014 I originally posted this in the RHS release post and I was told to put it into the specific mod forums. Here's the original post:http://forums.bistudio.com/showthread.php?184842-RHS-Escalation-(AFRF-and-USAF)-Release-0-3-0&p=2808549&viewfull=1#post2808549 --- I'm not sure if this has been reported before, but it seems that there's an issue when running RHS, Xmed and AiATP together at the same time in multiplayer through PW6. The repro steps for me are: 1) Download all the mods through PW6 (RHS: Armed forces of the revolution, RHS: United States Armed Forces, XMed, XLib, XActionUI, AllInArma Terrain Pack) 2) Setup a collection to launch them at the same time. 3) Go into 'Multiplayer' and start a new mission in the editor (I don't think the map matters, but I was using Altis to test with) 4) Drop a US marine and an empty shilka in the editor. 5) Save and start the mission. 6) Attempt to get into the Shilka gunner position. You are not able to get into the gunner position. If you go and disable EITHER the XMED mods or the AiATP mod you can get into the gunner seat just fine. That is, either one of them running together with RHS doesn't cause a problem, but running them BOTH makes you unable to get into the turret position. RPT of a broken run is available here: https://dl.dropboxusercontent.com/u/2015650/VERYTEMP/Broken_Xmed%2BAIATP.rpt Share this post Link to post Share on other sites
x39 101 Posted November 1, 2014 I originally posted this in the RHS release post and I was told to put it into the specific mod forums. Here's the original post:http://forums.bistudio.com/showthread.php?184842-RHS-Escalation-(AFRF-and-USAF)-Release-0-3-0&p=2808549&viewfull=1#post2808549--- I'm not sure if this has been reported before, but it seems that there's an issue when running RHS, Xmed and AiATP together at the same time in multiplayer through PW6. The repro steps for me are: 1) Download all the mods through PW6 (RHS: Armed forces of the revolution, RHS: United States Armed Forces, XMed, XLib, XActionUI, AllInArma Terrain Pack) 2) Setup a collection to launch them at the same time. 3) Go into 'Multiplayer' and start a new mission in the editor (I don't think the map matters, but I was using Altis to test with) 4) Drop a US marine and an empty shilka in the editor. 5) Save and start the mission. 6) Attempt to get into the Shilka gunner position. You are not able to get into the gunner position. If you go and disable EITHER the XMED mods or the AiATP mod you can get into the gunner seat just fine. That is, either one of them running together with RHS doesn't cause a problem, but running them BOTH makes you unable to get into the turret position. RPT of a broken run is available here: https://dl.dropboxusercontent.com/u/2015650/VERYTEMP/Broken_Xmed%2BAIATP.rpt xmed is not manipulating scrollwheel actions in any way its just causing a lil script load in background (which also should not prevent that) Share this post Link to post Share on other sites
Raytesh 10 Posted November 1, 2014 xmed is not manipulating scrollwheel actions in any wayits just causing a lil script load in background (which also should not prevent that) I also had this problem. The combination of the 3 mods (XMed, AiATP, and RHS:Escalation) breaks the turrets completely for every RHS vehicle. Not just the main gun turrets the MGs mounted on the vehicles will not work as well. Not just for the players but the AI as well. The gunner position is not just available through the scroll menu the gunners position disappears entirely. You can try to set player as a gunner in an RHS vehicle on the editor and it will not load the game. Whatever combination happens between those 3 mods something breaks the turrets entirely.. So Anton is not the only person to have this problem. If i had to guess it has something to do with being able to pull people out of turrets. But i don't know why it doesn't occur if you don't have AiATP installed. XMed appears to play fine with RHS but for whatever those 3 together break RHS entirely. Share this post Link to post Share on other sites
b.a.verrecus 16 Posted November 1, 2014 (edited) just one more thing regarding this issue, having thos three mods enabled does not only break rhs vehicles but also vanilla tanks. we had that issue just the other day when someone startet our modset together with rhs, he could not enter the merkava and also he could not see the turret being turned by somebody else Edited November 1, 2014 by B.A.Verrecus Share this post Link to post Share on other sites
x39 101 Posted November 1, 2014 You guys might wana try removing agm integration pbo from xmedsys and try it again Share this post Link to post Share on other sites
lazerath 10 Posted November 5, 2014 Unable to download from the Original Post. Download Link is Broken! Share this post Link to post Share on other sites
Raytesh 10 Posted November 7, 2014 You guys might wana try removing agm integration pbo from xmedsys and try it again Confirmed it is the AGMintegration pbo that causes all turrets on the RHS vehicles to stop functioning. Share this post Link to post Share on other sites
x39 101 Posted November 7, 2014 You guys might wana try removing agm integration pbo from xmedsys and try it again Please use armaholic (sancron is not willed to update my mods frontpage anymore) Share this post Link to post Share on other sites
Zriel 12 Posted November 7, 2014 I've already posted it in MCC, but since the last update of MCC (which if I read correctly they are using super_flash flashbang grenades) there's a blurr in the edges of the screen. I've already identified it as a problem between MCC and XmedSys. Is anyone having this same issue? Wasn't super_flash fixed in the past? Share this post Link to post Share on other sites