mp5gosu 10 Posted May 21, 2014 Let me do the stretcher model. ;) Share this post Link to post Share on other sites
RuairiAU 1 Posted May 21, 2014 @X39 Just curious about the hearing/deafness mechanic. Honestly, it's the feature I disliked the most out of XM1. I just think it's a dull binary mechanic; you either wear them and don't go deaf or don't and you do. There's no interesting game mechanic here. Yeah it could be argued that it's there for 'realism' and not gameplay, but in real life you'd try cover your ears and move away if possible - and you wouldn't just stand still go deaf at an extremely fast linear rate. I don't know how much you can tinker with the Arma sound engine, so my suggestions may not be technically feasible. But here goes... A better game mechanic would be to make the player choose when to wear earplugs. In real life earplugs will cause a drop in volume and make it harder to tell direction of sounds. The drop in volume is not linear, it will cut out higher frequencies more. So when the ear plugs are in: 20-40dB reduction in volume Adjust EQ to pull down frequencies above 1kHz Reduce stereo width This would make it a challenge to hear enemy direction or vehicle movement. You'd have to take the ear plugs out to get a good listen. As for deafness, in real life you'd still be able to feel loud sounds like heavy machinegun fire or explosions (it's air pressure). Loud sounds should cause pain and a huge amount of disorientation. Reduce the volume massively Drop the EQ sharply after 160 Hz Reduce stereo width completely (should be pretty much mono) Anyhoo, not sure if any of this is possible, but I thought I'd throw the idea out there in case any of it can stick. Share this post Link to post Share on other sites
raptor 6 actual 13 Posted May 21, 2014 @X39you'd try cover your ears and move away if possible - and you wouldn't just stand still go deaf at an extremely fast linear rate. That's the problem right there, most people wouldn't just stand up and move away without exposing themselves to enemy gunfire...and then consider the gunner him or herself firing the weapon, don't they need ear protection? On a medical mod, thinking about eye protection and ear protection in a game are sometimes just cosmetic afterthoughts, and yes, sometimes just for immersion, but they DO have a place in the overall body systems that may/may not be represented. Share this post Link to post Share on other sites
x39 101 Posted May 21, 2014 Tried to put the model of the bandage ingame but ... did not worked that well XD Share this post Link to post Share on other sites
x39 101 Posted May 26, 2014 (edited) *MUHAAHHAHAHA * Searching willed slaves for scripting so if youre interested in working on XMS2 please read the following spoiler (otherwise ignore it :F) You got experience in SQF/ArmA vehicle configs? (Talking about modding! Not putting premade scripts together) You want to be part of the XMS2 developer team? You are willed to work on assigned tickets? You got plenty of time? Then send a pn to me with some representation of your current SQF skills (c/c++ & experience with OpenAL is also required) (for example: An existing mod) and you could become a part of the team behind XMS2 (yep ^^ TEAM :F but ... only 1 coder which is me ...) What would be your tasks? - Create / improve UIs - Debug and fix XMS2 - Maintain XMedSys (yep! Also this is included in being part of the XMS2) - Implement new features - Do general mod support - Other stuff which is not listed here Edited May 26, 2014 by X39 Share this post Link to post Share on other sites
jakeryan760 10 Posted May 26, 2014 Is it possible to add a Medevac tent (small and large) the small can be deployed in the field and has to be a backpack so it can loaded in vehicles. Small one only healing you to limited amount (like bring back from death then medic can heal) and a large(same as vehicle healing 100%) This can only be added to missions and is not deployable. That way if a player dies, instead of respawning back at base after death, he can be moved to medical tent in field and revived. Imo would even be cool to only use defib in medical tents and CPR in field. Share this post Link to post Share on other sites
x39 101 Posted May 26, 2014 (edited) Is it possible to add a Medevac tent (small and large) the small can be deployed in the field and has to be a backpack so it can loaded in vehicles. Small one only healing you to limited amount (like bring back from death then medic can heal) and a large(same as vehicle healing 100%) This can only be added to missions and is not deployable. That way if a player dies, instead of respawning back at base after death, he can be moved to medical tent in field and revived. Imo would even be cool to only use defib in medical tents and CPR in field. there are plans to solve the thing with the medevac :F dont worry they are just not rly plans and more some concepts ... (need to see how far it is possible to do what i want to have ^^) some file size stats from windows ^^: also added the new MedicalUI to the front page (is being recreated currently + not everything is finished yet ^^): Edited May 26, 2014 by X39 Share this post Link to post Share on other sites
x39 101 Posted June 11, 2014 Some update for you guys First of all a new screenshot as i started to model even more stuff in XMS2: (might will be added to XMedSys with next patch) then the important part :F i see a chance to start the open alpha of XMS2 (check roadmap: http://unitedtacticalforces.de/XMS2/Roadmap.png to see the plan) to get larger feedback then i get currently due this, the alpha comes to its finals (last stuff of implementation base will be done in next few weeks) and i can start with doing the serious simulation stuff soon (things like blocked airways are also part of the simulation ^^) also im still searching ACTIVE testers (not once a month or "hey just lets get in as tester to check the current state"!) so if youre REALLY interested send me your application kindly regards X39 Share this post Link to post Share on other sites
Spartan0536 189 Posted June 11, 2014 X39, I thought I was crazy covering hundreds of ballistics, but this is insane, you are going to make the ACE Medical System look like a chump if you successfully make this happen. Share this post Link to post Share on other sites
Pacoca2112 10 Posted June 12, 2014 If you want i can help you out with the tests ,but i am no specialist on this stuff.I could test,check for bugs,search for more features and stuff like that.In case that you wanna my contact just reply this post. Share this post Link to post Share on other sites
x39 101 Posted June 18, 2014 X39, I thought I was crazy covering hundreds of ballistics, but this is insane, you are going to make the ACE Medical System look like a chump if you successfully make this happen. im working pretty hard to realize it :F but i could use more support on the coding side ... its horrible to see when im bussy more or less the entire week (rl, etc) there is nearly 0 progress done(testing is also progress but creates more work as i need to fix the stuff :F) (especially because XMS2 is not only the scripting ... it also needs to be organized even if only im working on it) but all people which are connected to XMS2 in any way are helping whereever they can which makes me kinda happy :F HELP WANTED asking again searching for: - Programmers (SQF, Config stuff, ...) - Artists (Models, Textures, UIs, ...) - QA people (Testing, Support, ...) Progress report This time i cannot show you anything at all : / most changes will be behind the visible stuff this time (things like moving 2000000000000000 files from a to b, renaming variables, etc.) i thought about solutions for various problems/implementations (how to create an "animationProtector", how to make bleeding visible in the UI, what should the inVehicle medical ui look like, ...) and did not implemented one of them yet ...( yeah ... bussy dev :F as said) also i need to repeat myself (not even sure if i noted anywhere official yet but ... yeah) XMS2 is comming closer to the public alpha (check roadmap: http://unitedtacticalforces.de/XMS2/Roadmap.png ) so some words to the public alpha about what you have to expect and what not :F Basically you will be able to use XMS2 just like XMedSys right now for example (but XMS2 wont be tweaked in any way) but most simulation stuff wont be implemented as there is MUCH stuff still left to do (its an alpha :F what would you else expect then ^^) so what is the public alpha for? it will be simply done to give you finnally something else in your hands but my stupid posts full of spelling mistakes (and even worse grammar shit :F) + it will give me the ability to get large community feedback (so that i might can change the interface (for example) so that its easier to understand) kindly regards X39 Share this post Link to post Share on other sites
Svenssond 10 Posted June 20, 2014 We use pararescue in my clan and we are really looking forward to this! Share this post Link to post Share on other sites
Pacoca2112 10 Posted June 20, 2014 like i already commented,my clan is looking forward to be one of the alpha testers.We are looking for long time for a mod like this. contact: pedroaguiar.ribeiro@outlook.com Share this post Link to post Share on other sites
Von Quest 1163 Posted July 3, 2014 (edited) Just finished watching Nat Geo's Inside Combat Rescue on Netflix the other week. Had me thinking about your Mod... Riveting series! Excited to see how your work develops. Keep it up brother. "That Others May Live" Edited July 3, 2014 by Goblin Share this post Link to post Share on other sites
Guest Posted July 3, 2014 Thanks for informing us of the first public alpha release :cool: Release frontpaged on the Armaholic homepage. Medical System 2 (XMS2) v4.1 alpha ================================================ We have also "connected" these pages to your account 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
garverick 1 Posted July 3, 2014 I'm seeming to have a bit of problem with getting this to work on my server, now ive uploaded the mods need fixed my command line, but when i go to test the example mission it keeps telling me 12:56:31 Missing addons detected: 12:56:31 x39_ms2_items 12:56:31 X39_MS2_Scripting 12:56:31 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.x39_ms2_items, X39_MS2_Scripting ive gone to point of just copying these 2 files over and still does this anyone have a clue why? Share this post Link to post Share on other sites
SSgt Decker 4 Posted July 3, 2014 This mod doesn't work with Linux servers. Share this post Link to post Share on other sites
x39 101 Posted July 3, 2014 I'm seeming to have a bit of problem with getting this to work on my server, now ive uploaded the mods need fixed my command line, but when i go to test the example mission it keeps telling me 12:56:31 Missing addons detected: 12:56:31 x39_ms2_items 12:56:31 X39_MS2_Scripting 12:56:31 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.x39_ms2_items, X39_MS2_Scripting ive gone to point of just copying these 2 files over and still does this anyone have a clue why? This mod doesn't work with Linux servers. blame arma not me Share this post Link to post Share on other sites
garverick 1 Posted July 3, 2014 Its not a linux to my knowledge, why would it not find those 2 files but all the other ones included in XMed2? *EDIT* not blaming anyone, just trying to get it working so we can use this awesome sauce of a mod XD Share this post Link to post Share on other sites
x39 101 Posted July 3, 2014 Its not a linux to my knowledge, why would it not find those 2 files but all the other ones included in XMed2?*EDIT* not blaming anyone, just trying to get it working so we can use this awesome sauce of a mod XD no idea as said its armas fault checked all spelling a few seconds ago all correct so no idea Share this post Link to post Share on other sites
sonsalt6 105 Posted July 3, 2014 New mod v4.1 alpha available at withSIX. Download now by clicking: @ x39; Soon you will be able to manage the promo pages of your content on our web platform and publish new content yourself. To do so, please hit 'this is me' button on the page while logged in and you will get connected to your work. For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com. Share this post Link to post Share on other sites
SSgt Decker 4 Posted July 3, 2014 no ideaas said its armas fault checked all spelling a few seconds ago all correct so no idea I believe it has something to do with capital letters. Linux hates capital letters. Share this post Link to post Share on other sites
garverick 1 Posted July 4, 2014 I believe it has something to do with capital letters. Linux hates capital letters. my server is a Windows based server so linux is not the problem here. its just arma hating on me as normal. Share this post Link to post Share on other sites
SSgt Decker 4 Posted July 4, 2014 blame armanot me Could you elaborate as to why your mod not working with Linux is Arma's fault? Share this post Link to post Share on other sites