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XMedSys - Improved Medical System for A3

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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.

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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 by kgino1045

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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?

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

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Check feedback tracker there is an issue in current version preventing JIP safeuse of the modules

fixed 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

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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?

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 by X39

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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 by PabstMirror

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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 system
    to archieve this i will work together with some real world medics of armies around the world
    this 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 features
    currently 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 effects
    Currently EVERYTHING in XMedSys is pretty static as it is not possible to change variables only for a specific time
    XMedSys 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 items
    simply more items
    You 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 XMedSys
    no XActionUI anymore :( (maybe ... still not sure if im simply extending XActionUI even more that it is able to handle the new requirements for XMedSys)
  • EYECANDY
    Currently in XMedSys all animations are ... yeah:
    bugged, not working, strange, wrongly aligned
    and i got pretty bad news for you
    for many of those things up there
    this 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

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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

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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.

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@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.

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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

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@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 by TG Stuffed

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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.

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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%?

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Inside or close to it - not tested sry.

It's for limiting everyone except service provider.

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@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 by GavC

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Agreed. I would love if someone could share the serverconfig with limitations they use.

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How can i control damage? it's a bit harsh to me to play one shot and knock out

Is it available?

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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)

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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

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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 out

Is 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 by kgino1045

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@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

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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:

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.

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