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XMedSys - Improved Medical System for A3

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Is there by any chance possible to use debug console to give another player certain xmedsys damage values live in-game?

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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 by X39

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Again many thanks for informing us about the new release :cool:

New version frontpaged on the Armaholic homepage.

news_download_a3_3.png

XMedSys v0.3.7 Beta

required_addons.png

XActionUI (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!

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Its still necessary for a example how the limitation module and scripted functions works?

Someone interessted? Questions?

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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 by kgino1045

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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

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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 by kgino1045

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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.

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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.

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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

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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.

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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?

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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

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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)

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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?

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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

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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

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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)

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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

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