x39 101 Posted July 3, 2014 for those who want to know why the patches of XMedSys are decreasing in the past few month here you go: http://forums.bistudio.com/showthread.php?177535 (Public ALPHA!) Does that mean XMedSys wont be developed anymore? Depending on what you understand under "developed" i can answer yes or no will bugs be fixed? Yes (only if they dont require a heavy ammount of time) will features be implemented? probably no (again a question of time) If youre interested in new features you need to add them by yourself (github helps here https://github.com/X39/XMedSys1 ) Share this post Link to post Share on other sites
FluffyIZCOOL 10 Posted July 28, 2014 When I connect to the mission and I choice the key to open my inteface I just see my mouse and the interface is not coming up. I just see my mouse. Share this post Link to post Share on other sites
x39 101 Posted July 29, 2014 When I connect to the mission and I choice the key to open my inteface I just see my mouse and the interface is not coming up. I just see my mouse. Make sure youveset the correct one and have everything enabled ( current xmedsys version is not running with latest xlib features ) Share this post Link to post Share on other sites
Spirit95 10 Posted August 11, 2014 Hi, Sorry in advance if this has already been answered - I looked through the thread and couldn't find the answer so I thought I'd ask. In a Zeus mission, is there a way of initializing xmedsys for the AI spawned by the zeus player during the game? Thanks very much Share this post Link to post Share on other sites
nullrick 10 Posted August 18, 2014 So for those who, when opening the userconfig file, have absolutely no idea what they're looking at, are there any simple step by step guides to get this working? I'm assuming you have to input a key combination into the config to get the UI to show up, and that those are the only inputs you need. I've done this for VTS_Weaponresting, but I forgot how on earth I did it. Share this post Link to post Share on other sites
x39 101 Posted August 18, 2014 (edited) So for those who, when opening the userconfig file, have absolutely no idea what they're looking at, are there any simple step by step guides to get this working? I'm assuming you have to input a key combination into the config to get the UI to show up, and that those are the only inputs you need. I've done this for VTS_Weaponresting, but I forgot how on earth I did it. there is no need anymore to configure the userconfig file (its still required) just head over into the ESC menu while ingame (not main menu) and click on the "mod properties" button a new UI will open inside of there select the XMedSys entry on the left and set the buttons see this: https://www.penflip.com/EchoCode/xmedsys-guide for further info also some interesting i thought about some seconds ago XMS2 developement reached a point where changing XMS2 like so that it matches the current XMedSys would be less work then patching XMedSys further ^^ so you guys might get a surprise present when XMS2 hits 5.0 ALPHA (which will be the last chance to test it before XMS2 goes into closed beta) Edited August 18, 2014 by X39 Share this post Link to post Share on other sites
ozdeadmeat 12 Posted August 28, 2014 any chance we can get some advice on how to get your items into the arsenal crates? Share this post Link to post Share on other sites
x39 101 Posted September 19, 2014 Release 0.3.8 BETA Download: http://cloud.unitedtacticalforces.de/public.php?service=files&t=839d98d8e1eca258305d277a0308ce89 Changelog: 0.3.8 BETA * Removed XActionUi depency (you now need to use either XLibs ActionDialog feature which is also configurable by using the mod properties menu or AGM) * Added AGM interaction menu support (can be used instead of the XLib one (XLib is still required!!!)) * "Fixed" XMedSys items not showing up in virtual arsenal hope you enjoy the changes X39 @Mirrors: You FINALLY can remove XActionUi from your servers it is not required anymore for anything Share this post Link to post Share on other sites
sonsalt6 105 Posted September 19, 2014 New update v0.3.8 beta available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
lightspeed_aust 681 Posted September 20, 2014 Gr8 mod thanx, we use xmed in all our missions without any issues ever. Gr8 med system, just the right amount of immersion without going over board. Share this post Link to post Share on other sites
Guest Posted September 23, 2014 Again many thanks for informing us about the new release :cool: New version frontpaged on the Armaholic homepage. XMedSys v0.3.8 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
ProfessorPhobos 10 Posted September 23, 2014 Bandaging doesn't seem to work. I get "Error: No Unit Stopped Bleeding!" or "Error: No Vehicle Stopped Bleeding!" I have AGM installed but the medical module is disabled. XMedSys showed up fine in the AGM interaction menu without me having to do anything. I can't think of any other mod conflicts. Share this post Link to post Share on other sites
tonygameman 10 Posted September 23, 2014 Bandaging doesn't seem to work. I get "Error: No Unit Stopped Bleeding!" or "Error: No Vehicle Stopped Bleeding!"I have AGM installed but the medical module is disabled. XMedSys showed up fine in the AGM interaction menu without me having to do anything. I can't think of any other mod conflicts. We have this issue two ! Bandage don't work for self-treatment. We have AGM without agm_medical and all XMedSys function are ok exept bandage. When you try aplly a bandage on you, it affects the player in front of you. If there's nobody it shows "Error: No Unit Stopped Bleeding!". I Hope this will be corrected soon, and thank you for the great job ! Best regards from France. Share this post Link to post Share on other sites
LazyHenrik 10 Posted September 25, 2014 Bandaging doesn't seem to work. I get "Error: No Unit Stopped Bleeding!" or "Error: No Vehicle Stopped Bleeding!"I have AGM installed but the medical module is disabled. XMedSys showed up fine in the AGM interaction menu without me having to do anything. I can't think of any other mod conflicts. ArmA Air Assault has the same problem, and we've tried everything, from changing the 'player' to 'vehicle player' and to use the waitUntil !isNull player (thisis in regards to the selfInteraction.sqf). Nothing's working... We're currently checking each line of code in here, I've even gotten the guys from BI to look at this stuff... Share this post Link to post Share on other sites
kgino1045 12 Posted September 26, 2014 X39_MedSys_var_Hearing_enable = 0; seems not working at dedicated server i wrote this at MedSys_ServerConfig even i set playEarRingingSound = flase; in MedSys_ClientConfig it still not working, Even i set this in ingame, it doesn't work. anysuggestion? D: i try to look Xmed Github but there are no clue to fix this issue, it happen after latest update Share this post Link to post Share on other sites
daishiknyte 10 Posted September 26, 2014 (edited) Self-interact as a whole looks to be broken. Did some more playing with it. It is just bandaging that is throwing the error popping up - "No vehicle...." Is this a config issue on our end or is self-interact with AGM not playing nice? ---------- Post added at 03:03 ---------- Previous post was at 03:02 ---------- X39_MedSys_var_Hearing_enable = 0;seems not working at dedicated server i wrote this at MedSys_ServerConfig Try false instead of 0? X39_MedSys_var_Hearing_enable = false; Edited September 26, 2014 by Daishiknyte Share this post Link to post Share on other sites
b.a.verrecus 16 Posted September 27, 2014 just finished two missions with xmed and there were no errors with bandaging. we don't use agm, so it might indeed be a problem with that combination... Share this post Link to post Share on other sites
daishiknyte 10 Posted September 27, 2014 I think I found the problem. In the code posted on github, under the self-interactions class: class AGM_SelfActions { class XMedSys_MedicalSelf { class XMedSys_Bandage { displayName = codecodecode condition =codecodecode statement = "private['_allowID']; _res = [0, cursorTarget,...codecodecode priority = 1; showDisabled = 1; icon = "X39_MedSys_Ressources\X39\Mods\MedSys\logo.paa"; That "cursor target" should read "player". Right now, the self-interact for bandaging is trying to act like the MedicalOther code. Share this post Link to post Share on other sites
jonpas 293 Posted September 27, 2014 Made a pull request on your GitHub X39. Share this post Link to post Share on other sites
x39 101 Posted September 28, 2014 sry for the late reply (not got this thread in my created threads list ... so) it is a simple config issue you guys have with the AGM module suddenly, i was not able to pack a new version today ... (due RL) so the fix will come tomorrow till then i recommend to use the default XLib action for that greets X39 Share this post Link to post Share on other sites
lightspeed_aust 681 Posted September 29, 2014 Gr8 med system first of all. Second, can you make an AI unconscious and perform xmed revive on them? Would add immersion to a SAR mission. Thanx Share this post Link to post Share on other sites
x39 101 Posted September 29, 2014 Release - 0.3.8b BETA Download: http://cloud.unitedtacticalforces.de/public.php?service=files&t=61090452159779a5fde24312c6d9a157 Changelog: Fixed AGM compatibility pbo issue where self bandaging was not possible Share this post Link to post Share on other sites
Guest Posted September 30, 2014 Again many thanks for informing us about the new release :cool: New version frontpaged on the Armaholic homepage. XMedSys v0.3.8b 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
sonsalt6 105 Posted September 30, 2014 New update v0.3.8 beta available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
eduardcomando 127 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: Share this post Link to post Share on other sites