astrell 3 Posted May 10, 2014 @God-Father XMedSys do not working together with the respawn system. Its only working on the Player and if you die it triggers "respawn". Where to and how is not the work of XMedsys. Share this post Link to post Share on other sites
thx1137 10 Posted May 10, 2014 hi, I'm appreciate your work.After update, earplugs affect too much, so I write " X39_MedSys_var_Hearing_earplugManipulationValue = 0.8; " in MedSys_Serverconfig.hpp but it did not change anything. It doesn't do anything for me either. IE: If I use the earplugs at all whether the setting is at 0, .2, .8 or 1 all sound goes away so I disabled the feature. Share this post Link to post Share on other sites
Moon_chilD 200 Posted May 10, 2014 It doesn't do anything for me either. IE: If I use the earplugs at all whether the setting is at 0, .2, .8 or 1 all sound goes away so I disabled the feature. Yepp, same here! Share this post Link to post Share on other sites
x39 101 Posted May 10, 2014 just created the thread for XMS2 http://forums.bistudio.com/showthread.php?177535-X39s-Medical-System-2-(XMS2) Share this post Link to post Share on other sites
1para{god-father} 105 Posted May 11, 2014 Sorry but what Key is it to use the interaction ? I am using @Alive as well and they use 20# could not find docs on the key Share this post Link to post Share on other sites
ck-claw 1 Posted May 11, 2014 Found this 1PARA:- To perform medical actions in-game you should bind two 'User Action' keys in your ArmA 3 controls. (Configure > Controls > Custom controls) User Action #1 - Self Interaction Menu This is for examining and administering first aid to yourself. User Action #2 - Others Interaction Menu This is for the examining and administering of first aid upon others. Default bindings exist as 'Insert' and 'Delete', further customization may be found within the userconfig file. Share this post Link to post Share on other sites
Raz0rLëgend 10 Posted May 11, 2014 Hi. I just checked everything regarding the new version of XmedSys. My soldiers stream all the time, I made ​​sure that the earplugs did no impact on the sound, except TFAR. The renewed hearing is also faster. But my question is different, is that the carrying module is a known bug or is it some incompatibility with other mods? I have something like this: http://imgur.com/1eY9leY Thanks for your answers. And well done for your work. Share this post Link to post Share on other sites
Shifty85Ger 10 Posted May 11, 2014 hi, I'm appreciate your work.After update, earplugs affect too much, so I write " X39_MedSys_var_Hearing_earplugManipulationValue = 0.8; " in MedSys_Serverconfig.hpp but it did not change anything. How can I solve it? I have the same problem,but if i want to play with earplugs i edith the mission if ur write it in the init of your mission X39_MedSys_var_Hearing_earplugManipulationValue = 0.8; it works on the server. Share this post Link to post Share on other sites
guireaper 11 Posted May 11, 2014 First I would like to commend the excellent work done in this mod. Second, I would like to request that included Portuguese translation in Brazil mod. I already did and I would like you to take a look. Where you approve, I would ask that would include. Please contact me so I can send it. Grateful. Share this post Link to post Share on other sites
Need-To-Know 11 Posted May 14, 2014 Sorry if asked before: Just playing in the single player with mission I create in mission editor. I could not find the class name for the ear plugs to add to each solider (I make many soldiers playable). I have had no luck disabling this feature in the config..... Also where do I place the plugs for them to be of use? Seems I go deaf even with silenced weapons. Thanks look forward to using this. Share this post Link to post Share on other sites
thenach 10 Posted May 14, 2014 Sorry if asked before:Just playing in the single player with mission I create in mission editor. I have had no luck disabling this feature in the config...... To disable the hearing system, if you are running a dedicated server. Go into the usercongif folder and edit the MedSys_ServerConfig.hpp file Add the following line: X39_MedSys_var_Hearing_enable = 0; Share this post Link to post Share on other sites
friznit2 350 Posted May 14, 2014 I have successfully disabled the deafness with that line. However, if I try to add any of the other config settings it tends to break Xmed. For example, trying to reduce the instance of broken legs using any of the following either causes Xmed to stop working altogether or weird behaviour such as the feedback hint to stop working. X39_MedSys_var_Legs_DamageBeforeProneOnly = 0.2; or X39_MedSys_var_Legs_AllowBrokenLegs = false; Also, if anyone has successfully managed to work out how the limitations (enabler?) system actually works so I can have only medics doing medical stuff and normal riflemen only using bandages and morphine, please send me a screenshot? Share this post Link to post Share on other sites
thenach 10 Posted May 15, 2014 I have successfully disabled the deafness with that line. However, if I try to add any of the other config settings it tends to break Xmed. For example, trying to reduce the instance of broken legs using any of the following either causes Xmed to stop working altogether or weird behaviour such as the feedback hint to stop working.X39_MedSys_var_Legs_DamageBeforeProneOnly = 0.2; or X39_MedSys_var_Legs_AllowBrokenLegs = false; Also, if anyone has successfully managed to work out how the limitations (enabler?) system actually works so I can have only medics doing medical stuff and normal riflemen only using bandages and morphine, please send me a screenshot? I have this in my server config and so far is working. /* * See * http://x39software.unitedtacticalforces.de/wiki/index.php?title=XMedSys_serverConfig * to find out how to setup this! */ X39_MedSys_var_Hearing_enable = 0; X39_MedSys_var_Legs_AllowBrokenLegs = false; Share this post Link to post Share on other sites
x39 101 Posted May 15, 2014 I have successfully disabled the deafness with that line. However, if I try to add any of the other config settings it tends to break Xmed. For example, trying to reduce the instance of broken legs using any of the following either causes Xmed to stop working altogether or weird behaviour such as the feedback hint to stop working.X39_MedSys_var_Legs_DamageBeforeProneOnly = 0.2; or X39_MedSys_var_Legs_AllowBrokenLegs = false; Also, if anyone has successfully managed to work out how the limitations (enabler?) system actually works so I can have only medics doing medical stuff and normal riflemen only using bandages and morphine, please send me a screenshot? check the functions instead of the modules X39_MedSys_fnc_pushLimitations X39_MedSys_fnc_addLimitation X39_MedSys_fnc_dropLimitation X39_MedSys_fnc_hasLimitations X39_MedSys_fnc_isAllowedToUse X39_MedSys_fnc_getLimitations X39_MedSys_fnc_isValidLimitation X39_MedSys_fnc_registerLimitation Share this post Link to post Share on other sites
Ikaros 10 Posted May 16, 2014 :confused: I don't know if it's a bug, but somehow i can't user the Custom Action 2 so I can't heal others. Yes, I was also a Medic and yes i also bound keys to it. I nearly tryed my whole keyboard now... Any idea? Share this post Link to post Share on other sites
thor2k4 12 Posted May 16, 2014 :confused: I don't know if it's a bug, but somehow i can't user the Custom Action 2 so I can't heal others. Yes, I was also a Medic and yes i also bound keys to it. I nearly tryed my whole keyboard now... Any idea? most of the time i have herd of problems like this is because the person tryin to heal has an outdated/older version of xmed then what is running on the server. Share this post Link to post Share on other sites
Ikaros 10 Posted May 16, 2014 most of the time i have herd of problems like this is because the person tryin to heal has an outdated/older version of xmed then what is running on the server. My Community gave me the newest Version and i tryed to heal a AI Charackter with the Modules on my Editor. I don't get it why it won't do what its supposed to do. :s Share this post Link to post Share on other sites
m1n1d0u 29 Posted May 16, 2014 Because you can't heal AI you need to test the action on a player ! Share this post Link to post Share on other sites
Koj 10 Posted May 16, 2014 Hi ! Still playing with XmedSys here, i think we've found a bug, or at least it's an issue. So we tweaked the audio variables so you become deaf more quickly, but some guys began to complain that it was too quick. They were only shot once and became deaf. So i checked, made a few tests and it seems that some shots in trees or the floor near you are "louder" than your own shots, and it make you deaf almost instantly. Is that possible or am i making a mistake. I hope you could find that out. I also made a request in the feedback tracker for more variables in the audio scripts. We'd like to be able to set the quickness of the loss of hear, the length of deafness and the time of pregression while your hearing is back. Also, when you're deaf, i think it'd be more immersive too still hear loud and low sounds, kinda like in the water. I hope i'll be implemented in XMS2 Share this post Link to post Share on other sites
astrell 3 Posted May 16, 2014 Do i understand correctly that you´re already use the XMed Variables to modify this stuff or do you change the sound parameter of the Gunshot itself? Share this post Link to post Share on other sites
Whitnois 10 Posted May 18, 2014 I was trying to figure out how to use this function in the serverconfig, but for the life of me cannot figure it out. It would be awesome if some one could write an example on how to use it. I looked at the website and I didn't understand it too well and I used the example as help from the devreadme but I only get errors and the game won't start. This was the best I could get [] call X39_MedSys_fnc_pushLimitations; ["BANDAGE", "",] call X39_MedSys_fnc_addLimitationToClass; ["BLOOD", "B_medic_F",] call X39_MedSys_fnc_addLimitationToClass; ["BLOOD", "B_recon_medic_F",] call X39_MedSys_fnc_addLimitationToClass; ["DEFIBRILLATE", "B_medic_F",] call X39_MedSys_fnc_addLimitationToClass; ["DEFIBRILLATE", "B_recon_medic_F",] call X39_MedSys_fnc_addLimitationToClass; ["EPINEPHRINE", "B_medic_F",] call X39_MedSys_fnc_addLimitationToClass; ["EPINEPHRINE", "B_recon_medic_F",] call X39_MedSys_fnc_addLimitationToClass; ["MORPHINE", "B_medic_F",] call X39_MedSys_fnc_addLimitationToClass; ["MORPHINE", "B_recon_medic_F",] call X39_MedSys_fnc_addLimitationToClass; ["MEDKIT", "B_medic_F",] call X39_MedSys_fnc_addLimitationToClass; ["MEDKIT", "B_recon_medic_F",] call X39_MedSys_fnc_addLimitationToClass; ["TOURNIQUET", "",] call X39_MedSys_fnc_addLimitationToClass; Share this post Link to post Share on other sites
astrell 3 Posted May 18, 2014 (edited) Sometimes i´m so freaking stupid -___-° ["MEDKIT", "B_medic_F",] call X39_MedSys_fnc_addLimitationToClass; X39_MedSys_var_Limitations_enable = true; ["BLOOD", "B_medic_F"] call X39_MedSys_fnc_addLimitation; ["BLOOD", "B_recon_medic_F"] call X39_MedSys_fnc_addLimitation; ["DEFIBRILLATE", "B_medic_F"] call X39_MedSys_fnc_addLimitation; ["DEFIBRILLATE", "B_recon_medic_F"] call X39_MedSys_fnc_addLimitation; ["EPINEPHRINE", "B_medic_F"] call X39_MedSys_fnc_addLimitation; ["EPINEPHRINE", "B_recon_medic_F"] call X39_MedSys_fnc_addLimitation; ["MORPHINE", "B_medic_F"] call X39_MedSys_fnc_addLimitation; ["MORPHINE", "B_recon_medic_F"] call X39_MedSys_fnc_addLimitation; ["MEDKIT", "B_medic_F"] call X39_MedSys_fnc_addLimitation; ["MEDKIT", "B_recon_medic_F"] call X39_MedSys_fnc_addLimitation; [] call X39_MedSys_fnc_pushLimitations; /edit Not working, we work on it Edited May 18, 2014 by Astrell Share this post Link to post Share on other sites
kgino1045 12 Posted May 20, 2014 (edited) It seems like hard to know peopled downed, since people who downed can't speak to others and it downed without sound effect, like body slammed to ground or painful moan, it's hard to notice who is downed, we are fight with army not the silent assassin right?. it would be better if you add some little squick or painfull moan sound when man downed, Edited May 20, 2014 by kgino1045 Share this post Link to post Share on other sites
Persian MO 82 Posted May 20, 2014 How to remove/disable arma 3 vanilla medkit? There is any way to add XMedSys stuffs to ai's as enemy side, so players can get some medic stuffs from their dead body? Share this post Link to post Share on other sites
astrell 3 Posted May 20, 2014 @kgino1045 Not in my opinion, sry. Maybe X39 want to add some features but i dont see any need to change the mechanics. Take care of yourself. ;) @Persian Scripting 101. Please ask (or better search) in the Scripting Section/Forum. But i did a feature request for XMS1+2 ( this time really!!! ) for "tear open" FAKs and Medkits. Share this post Link to post Share on other sites