dragon01 902 Posted July 27, 2014 This looks nice, but unfortunately I'm more of an SP player. It'd be nice if it could be enabled for some AIs (not all, though), so that you could, for example, set up your squadmates to run the full medical system, while the enemies would have a simplified version (all interactions disabled, healing simplified to vanilla level, damage model mostly the same as player, but subtler and long-term effects disabled). That should balance performance impact (you usually don't have too many squadmates) and realism (damage model is mostly important for enemies). While having AI medics capable of using a realistic healing procedure and dragging you out of danger would be nice, I'm mostly thinking about this in context of putting the player in the role of a medic. That would be something new, but vanilla medical system is too simple to make it interesting. Share this post Link to post Share on other sites
x39 101 Posted July 27, 2014 This looks nice, but unfortunately I'm more of an SP player. It'd be nice if it could be enabled for some AIs (not all, though), so that you could, for example, set up your squadmates to run the full medical system, while the enemies would have a simplified version (all interactions disabled, healing simplified to vanilla level, damage model mostly the same as player, but subtler and long-term effects disabled). That should balance performance impact (you usually don't have too many squadmates) and realism (damage model is mostly important for enemies). While having AI medics capable of using a realistic healing procedure and dragging you out of danger would be nice, I'm mostly thinking about this in context of putting the player in the role of a medic. That would be something new, but vanilla medical system is too simple to make it interesting. even if it sounds simple it is damn hard to disconnect some parts of the system for specific units also AI is not even in current scope (as i need some sort of AI expert for that ^^) Share this post Link to post Share on other sites
dave215 1 Posted July 27, 2014 Hello, Can I use the medical system 2 also in single player? Share this post Link to post Share on other sites
x39 101 Posted July 27, 2014 Hello,Can I use the medical system 2 also in single player? currently not possible without editing the mission (will be possible at some point again but due the fact that SP will never 100% supported (as no AI stuff will be added (or at least its not planned yet)) Share this post Link to post Share on other sites
patriot821 10 Posted July 30, 2014 Thank you for making this mod! This reproduce the medical treatment in a battlefield well. But I have a problem with ALPHA 4.3. A unit was dead immediately without black out and displaying time left. And a unit couldn't respawn. I wrote init.sqf: X39_MS2_var_Damage_AllowRealKillingOnMaxDamage=false;X39_MS2_var_Damage_AllowDeathThroughFullDamageAtHeadHitzone=false; X39_MS2_var_Damage_KillWithNoReviveAtMaxHeadDamage=false; X39_MS2_var_EH_Respawn=true; but it didn't worked. How shoud I solve this? Share this post Link to post Share on other sites
LoupVrt 14 Posted August 6, 2014 Patriot821, just peaking in this thread with no practical experience on that mod but "fal se;" seems to be a typo and is probably causing some misbehaviours. Share this post Link to post Share on other sites
x39 101 Posted August 13, 2014 Patriot821,just peaking in this thread with no practical experience on that mod but "fal se;" seems to be a typo and is probably causing some misbehaviours. its a forum issue ^^ the forum automatically somehow cuts longer variablenames/words/... into shorter ones demonstration? justpeakinginthisthreadwithnopracticalexperienceonthatmodbutfalseseemstobeatypoandisprobablycausingsomemisbehaviours Good news everyone! Im back from holidays and thx to Phyma we archieved progress anyway so welcome on board Phyma + next update is comming soon! see ya at the next update X39 Share this post Link to post Share on other sites
x39 101 Posted August 17, 2014 (edited) Release 4.4 ALPHA Download http://unitedtacticalforces.de/XMS2/XMS2%204.4%20ALPHA.zip Changelog ALPHA 4.4 Fixed |- 0000058: Strip weapon on target will not remove target weapon |- 0000061: Other interaction on no target |- 0000059: Cannot add blood |- 0000053: Cannot find people in UnitSelectionUI when inside vehicle |- 0000054: Check distance of target and giver in UI |- function X39_MS2_fnc_setAterialDamage was not functional if blood feature was enabled |- function X39_MS2_fnc_getAterialDamage always returned incorrect values but when you disabled blood features \- X39_MS2_fnc_setAterialDamage && X39_MS2_fnc_getAterialDamage now also reacting to variable X39_MS2_var_Bleeding_EnableAterialDamage Added |- variable X39_MS2_var_Bleeding_EnableClotting - default: true - enables/disables blood clotting (will affect how fast you bleed out etc.) |- variable X39_MS2_var_Bleeding_knockOutAtPBloodPresureUpperEnd - default: 1.25 - Defines the upper end in percent when the blood presure will knock you out |- variable X39_MS2_var_Bleeding_knockOutAtPBloodPresureLowerEnd - default: 0.75 - Defines the lower end in percent when the blood presure will knock you out |- variable X39_MS2_var_Bleeding_killAtPBloodPresureUpperEnd - default: 1.5 - Defines the upper end in percent when the blood presure will kill you |- variable X39_MS2_var_Bleeding_killAtPBloodPresureLowerEnd - default: 0.5 - Defines the lower end in percent when the blood presure will kill you |- variable X39_MS2_var_Bleeding_EnableBloodPresureForBleedingTick - default: true - allows XMS2 to use bloodPresure inside of the bleedingTick to make it more immersive \- variable X39_MS2_var_Bleeding_BloodPresureCanKill - default: true - BloodPresure is not only able to knock you out and instead can also kill you Removed Changed |- Reduced simulation speed (X39_MS2_var_Internal_ticker_minTickRate 0.25 --> 0.5) to reduce script load \- BloodPresure message is now using the new X39_MS2_fnc_getBloodPresure function Please take note that the blood clotting stuff wont change currently as nothing can change it yet due the lacking drugs to change it some of you might wanna see this :F ------------------------------------ Bash script is running Variables: GAMEADDONPATH = D:\SteamLibrary\SteamApps\common\Arma 3\@XMS2\Addons GITPATH = D:\GitHub\XMedSys2 PLACECOPYAT = C:\Users\Marco.Silipo\Desktop\Ordner\@XMS2\@XMS2\Addons ------------------------------------ Handling .git ------------------------------------ Ignoring .git because of the initial dot Handling userconfig ------------------------------------ Ignoring userconfig because of the '.IGNOREFOLDER' file Handling X39_MS2_Factions ------------------------------------ Start... Converting:D:\GitHub\XMedSys2\X39_MS2_Factions\config.cpp Binarizing P3Ds: D:\GitHub\XMedSys2\X39_MS2_Factions Cleaning Creating texture headers: C:\Users\MARCO~1.SIL\AppData\Local\Temp\ARMAaddons\X39 _MS2_Factions Packing X39_MS2_Factions.pbo Packing X39_MS2_Factions.pbo Copy X39_MS2_Factions.pbo D:\SteamLibrary\SteamApps\common\Arma 3\@XMS2\Addons Creating Bi signature Ready Handling X39_MS2_FieldManual ------------------------------------ Start... Converting:D:\GitHub\XMedSys2\X39_MS2_FieldManual\config.cpp Binarizing P3Ds: D:\GitHub\XMedSys2\X39_MS2_FieldManual Copy:D:\GitHub\XMedSys2\X39_MS2_FieldManual\stringtable.xml Cleaning Creating texture headers: C:\Users\MARCO~1.SIL\AppData\Local\Temp\ARMAaddons\X39 _MS2_FieldManual Packing X39_MS2_FieldManual.pbo Packing X39_MS2_FieldManual.pbo Copy X39_MS2_FieldManual.pbo D:\SteamLibrary\SteamApps\common\Arma 3\@XMS2\Addon s Creating Bi signature Ready Handling X39_MS2_Items ------------------------------------ Start... Converting:D:\GitHub\XMedSys2\X39_MS2_Items\config.cpp Binarizing P3Ds: D:\GitHub\XMedSys2\X39_MS2_Items Copy:D:\GitHub\XMedSys2\X39_MS2_Items\stringtable.xml Cleaning Creating texture headers: C:\Users\MARCO~1.SIL\AppData\Local\Temp\ARMAaddons\X39 _MS2_Items Packing X39_MS2_Items.pbo Packing X39_MS2_Items.pbo Copy X39_MS2_Items.pbo D:\SteamLibrary\SteamApps\common\Arma 3\@XMS2\Addons Creating Bi signature Ready Handling X39_MS2_Resources ------------------------------------ Start... Converting:D:\GitHub\XMedSys2\X39_MS2_Resources\config.cpp Binarizing P3Ds: D:\GitHub\XMedSys2\X39_MS2_Resources Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\Items\Bandage\Bandage.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\Items\ColdSpray.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\Items\Defibrillator.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\Items\earplugs.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\Items\Epipen.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\Items\HeatPack.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\Items\Injector\InjectorInv2_thumb.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\Items\Injector\InjectorInv_thumb.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\Items\Injector\Injector_thumb.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\Items\IVBag\IVBag_thumb.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\Items\MedicalPack.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\Items\MorphineInjector.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\Items\NaloxoneInjector.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\Items\Sphygmomanometer.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\Items\Tourniquet\Tourniquet_thumb.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\logoXMS2.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\ModuleImages\BaseModule.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_Bandage_unwrapp ing.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_breathing_1.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_breathing_2.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_flashbang.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_heart_analog_11 0bpm.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_heart_analog_14 0bpm.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_heart_analog_80 bpm.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_heart_analog_95 bpm.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_heart_analog_ir regular.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_heart_digital_1 10bpm.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_heart_digital_1 40bpm.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_heart_digital_8 0bpm.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_heart_digital_9 5bpm.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_heart_digital_i rregular.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_injection_1.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_injection_2.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_injection_3.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_LP12_alarm.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_LP12_charge.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_LP12_full.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_pain_long_1.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_pain_long_2.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_pain_long_3.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_pain_long_4.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_pain_short_1.og g Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_pain_short_2.og g Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_pain_short_3.og g Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_pain_short_4.og g Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_pain_short_5.og g Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\sounds\XMS2_SoundFiles_tinitus.ogg Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\textures\BasicWaterOverlay.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\textures\BloodOverlay.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\textures\FrozenScreen_FULL.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\textures\FrozenScreen_MiddleClear.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\textures\FrozenScreen_MiddleClear2.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\textures\HitFeedback.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\textures\MedicBox_HiddenSelectionTextu re.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\BlackOutUI\BlackVision.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\equal.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\BROKEN_ARM.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\DNA_STRING.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\HEART_ADRENALINE.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\HEART_ALL_FINE.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\HEART_FLAT_LINE.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\HEART_IREGULAR_PULSE.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\HEART_SHOCK.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\HumanBody_arms.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\HumanBody_body.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\HumanBody_head.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\HumanBody_legs.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\MEDIC.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\MEDICAL_BOX.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\MEDICAL_TAPE.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\MEDIC_WHITE.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\SCIENCE.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\STETHOSCOPE.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\TEMPERATURE.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\TEMPERATURE_WHITE.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\MedicalUI\TriageSymbol.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\plus.paa Copy:D:\GitHub\XMedSys2\X39_MS2_Resources\UI\plusButton.paa Cleaning Creating texture headers: C:\Users\MARCO~1.SIL\AppData\Local\Temp\ARMAaddons\X39 _MS2_Resources Packing X39_MS2_Resources.pbo Packing X39_MS2_Resources.pbo Copy X39_MS2_Resources.pbo D:\SteamLibrary\SteamApps\common\Arma 3\@XMS2\Addons Creating Bi signature Ready Handling X39_MS2_Scripting ------------------------------------ Start... Converting:D:\GitHub\XMedSys2\X39_MS2_Scripting\config.cpp Binarizing P3Ds: D:\GitHub\XMedSys2\X39_MS2_Scripting Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\default.hpp Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\addEffect.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\applyClientConfig.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\applyPPEffects.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\applyServerConfig.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\blackOutUnit.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\adder\addBleedingTo Body.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\adder\addBleedingTo Generic.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\adder\addBleedingTo Hands.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\adder\addBleedingTo Head.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\adder\addBleedingTo Legs.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\adder\addBlood.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\adder\addClotting.s qf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\getAterialDamage.sq f Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\getBloodPresure.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\getter\getBleedingO fBody.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\getter\getBleedingO fGeneric.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\getter\getBleedingO fHands.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\getter\getBleedingO fHead.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\getter\getBleedingO fLegs.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\getter\getBlood.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\getter\getClotting. sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\isBleeding.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\setAterialDamage.sq f Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\setter\setBleedingO fBody.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\setter\setBleedingO fGeneric.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\setter\setBleedingO fHands.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\setter\setBleedingO fHead.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\setter\setBleedingO fLegs.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\setter\setBlood.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Bleeding\setter\setClotting. sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Callback\cb_animStateChanged .sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Callback\cb_explosion.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Callback\cb_firedNear.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Callback\cb_handleDamage.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Callback\cb_Respawn.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Damage\adder\addDamageToBody .sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Damage\adder\addDamageToGene ric.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Damage\adder\addDamageToHand s.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Damage\adder\addDamageToHead .sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Damage\adder\addDamageToLegs .sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Damage\getColorArrayFromDama geValue.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Damage\getDamageTotal.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Damage\getMaxDamageTotal.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Damage\getter\getDamageOfBod y.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Damage\getter\getDamageOfGen eric.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Damage\getter\getDamageOfHan ds.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Damage\getter\getDamageOfHea d.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Damage\getter\getDamageOfLeg s.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Damage\setter\setDamageOfBod y.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Damage\setter\setDamageOfGen eric.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Damage\setter\setDamageOfHan ds.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Damage\setter\setDamageOfHea d.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\Damage\setter\setDamageOfLeg s.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\DialogControl\BlackOutDialog \createDialog.sqf 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Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\XMSTicks\temperatureTick.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\XMSTicks\updateOverlay.sqf Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\stringtable.xml Cleaning Creating texture headers: C:\Users\MARCO~1.SIL\AppData\Local\Temp\ARMAaddons\X39 _MS2_Scripting Packing X39_MS2_Scripting.pbo Packing X39_MS2_Scripting.pbo Copy X39_MS2_Scripting.pbo D:\SteamLibrary\SteamApps\common\Arma 3\@XMS2\Addons Creating Bi signature Ready Handling X39_MS2_Settings ------------------------------------ X39_MS2_Settings is flaged to be packed only Start... Creating texture headers: D:\GitHub\XMedSys2\X39_MS2_Settings Packing X39_MS2_Settings.pbo Packing X39_MS2_Settings.pbo Copy X39_MS2_Settings.pbo D:\SteamLibrary\SteamApps\common\Arma 3\@XMS2\Addons Creating Bi signature Ready Handling X39_MS2_UIs ------------------------------------ Start... Converting:D:\GitHub\XMedSys2\X39_MS2_UIs\config.cpp Binarizing P3Ds: D:\GitHub\XMedSys2\X39_MS2_UIs Copy:D:\GitHub\XMedSys2\X39_MS2_UIs\MedicalUi\ui.defs Copy:D:\GitHub\XMedSys2\X39_MS2_UIs\MedicalUi\ui.hpp Copy:D:\GitHub\XMedSys2\X39_MS2_UIs\MedicalUi\ui.hpp.backup Copy:D:\GitHub\XMedSys2\X39_MS2_UIs\stringtable.xml Copy:D:\GitHub\XMedSys2\X39_MS2_UIs\UnitSelectionUi\ui.defs Copy:D:\GitHub\XMedSys2\X39_MS2_UIs\UnitSelectionUi\ui.hpp Copy:D:\GitHub\XMedSys2\X39_MS2_UIs\XMS2_BlackOutUi\ui.hpp Copy:D:\GitHub\XMedSys2\X39_MS2_UIs\XMS2_Overlay\ui.hpp Cleaning Creating texture headers: C:\Users\MARCO~1.SIL\AppData\Local\Temp\ARMAaddons\X39 _MS2_UIs Packing X39_MS2_UIs.pbo Packing X39_MS2_UIs.pbo Copy X39_MS2_UIs.pbo D:\SteamLibrary\SteamApps\common\Arma 3\@XMS2\Addons Creating Bi signature Ready Copy will be placed at C:\Users\Marco.Silipo\Desktop\Ordner\@XMS2\@XMS2\Addons ------------------------------------ Creating copy of "X39_MS2_Factions.pbo" 1 Datei(en) kopiert. Creating copy of "X39_MS2_FieldManual.pbo" 1 Datei(en) kopiert. Creating copy of "X39_MS2_Items.pbo" 1 Datei(en) kopiert. Creating copy of "X39_MS2_Resources.pbo" 1 Datei(en) kopiert. Creating copy of "X39_MS2_Scripting.pbo" 1 Datei(en) kopiert. Creating copy of "X39_MS2_Settings.pbo" 1 Datei(en) kopiert. Creating copy of "X39_MS2_UIs.pbo" 1 Datei(en) kopiert. Creating copy of "X39_MS2_Factions.pbo.X39.bisign" 1 Datei(en) kopiert. Creating copy of "X39_MS2_FieldManual.pbo.X39.bisign" 1 Datei(en) kopiert. Creating copy of "X39_MS2_Items.pbo.X39.bisign" 1 Datei(en) kopiert. Creating copy of "X39_MS2_Resources.pbo.X39.bisign" 1 Datei(en) kopiert. Creating copy of "X39_MS2_Scripting.pbo.X39.bisign" 1 Datei(en) kopiert. Creating copy of "X39_MS2_Settings.pbo.X39.bisign" 1 Datei(en) kopiert. Creating copy of "X39_MS2_UIs.pbo.X39.bisign" 1 Datei(en) kopiert. ------------------------------------ Cleaning up GITPATH D:\GitHub\XMedSys2 ------------------------------------ Datei nicht gefunden Edited August 17, 2014 by X39 Share this post Link to post Share on other sites
Guest Posted August 17, 2014 Thanks for informing us of the updated alpha release :cool: Release frontpaged on the Armaholic homepage. Medical System 2 (XMS2) v4.4 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
kecharles28 197 Posted August 17, 2014 New update v4.4 alpha available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
x39 101 Posted August 18, 2014 Release 4.5 ALPHA Download http://unitedtacticalforces.de/XMS2/XMS2%204.5%20ALPHA.zip Changelog ALPHA 4.5 Fixed |- 0000056: No kill/blackout screen << blackOutScreen was displayed but instant kill has always happened |- BlackOutDisplays random screen in only faded out \- when dropping a conscious unit they always go into the unconscious animation Added \v- morphine is now able to blackOut units |- variable X39_MS2_var_Drugs_Morphine_morphineOverdoseCanKnockOut - default: 0.5 - allows morphine overdoses to black you out |- variable X39_MS2_var_Drugs_Morphine_morphineBlackOutPointP - default: 0.5 - morphine level in percent when morphine will black you out |- variable X39_MS2_var_DialogControl_BlackOutDialog_EnableRespawnButton - default: true - enables/disables the respawn button at the top left when blackedOut \- variable X39_MS2_var_DialogControl_BlackOutDialog_EnableAbortButton - default: true - enables/disables the abort button at the top left when blackedOut Removed \- function X39_MS2_fnc_doHeartPulseDependingActions Changed |- blackOutDisplay will now show content of STR_X39_MS2_Scripting_DialogControl_BlackOutDialog_FlatLine instead of 0 |- Renamed X39_MS2_var_Heart_knockOutSmallerMinPulseManipulator to X39_MS2_var_Heart_BlackedOutPulseModificator \- pain sound has been moved into the sound tick Additional info about future 5.0 roadmap (ingore the date set in scheduled release on the page ^^ we got no deadlines here) http://mantis.unitedtacticalforces.de/roadmap_page.php - 0000072: [[XMS2] Feature request] [EPIC] Extend the temperature simulation - new. - 0000075: [[XMS2] Feature request] Implement a "food" system (only water is required) to make dehydration possible - new. - 0000073: [[XMS2] Feature request] Make camp fires heat you up - new. - 0000034: [[XMS2] Feature request] Saline - new. - 0000033: [[XMS2] Feature request] Plasma / IV - new. - 0000035: [[XMS2] Feature request] Atropine - new. - 0000064: [[XMS2] Feature request] implement a quickAction to bandage the entire body to 100% - new. - 0000066: [[XMS2] Feature request] Add a MultiColumnListBox to the MedicalUi - new. - 0000074: [[XMS2] Feature request] let the environment affect body temperature - new. - 0000071: [[XMS2] Feature request] Implement a way to let smaller particles move into the eyes - new. - 0000070: [[XMS2] Feature request] Add "Tetracaine" to the drugs list - new. - 0000067: [[XMS2] Feature request] Implement a quickAction interface to XMS2 - new. - 0000028: [[XMS2] Feature request] Implement a way to "accept" a morphine dose BEFORE it gets applied (and if rejected it wont be applied at all) (Phyma) - assigned. - 0000020: [[XMS2] Feature request] implement DRAG&CARRY functionallity (Phyma) - assigned. - 0000056: [[XMS2] Bug] No kill/blackout screen (X39) - resolved. 1 of 15 issue(s) resolved. Progress (6%). Share this post Link to post Share on other sites
Guest Posted August 18, 2014 Thanks for informing us of the new alpha release :cool: Release frontpaged on the Armaholic homepage. Medical System 2 (XMS2) v4.5 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
kecharles28 197 Posted August 19, 2014 New update v4.5 alpha available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
x39 101 Posted August 25, 2014 quick update: Can confirm now that XMS2 WILL have 13 hitzones: - Head - LeftUpperArm - LeftLowerArm - RightUpperArm - RightLowerArm - UpperBody - LowerBody - LeftUpperLeg - LeftLowerLeg - RightUpperLeg - RightLowerLeg - LeftFoot - RightFoot Share this post Link to post Share on other sites
x39 101 Posted August 29, 2014 call to arms my friends! Its time again to request help by searching new scripters The current XMS2 team is fairly small and only contains 2 scripters & 1 general project advisor (the second scripter is with the project since a month) but as you can think, a project at this scale is not that simple to develop with such a small team we DO make some progress! But it should be more ... What awaits you? Work in a pretty skilled team of scripters without any real deadlines and get a place inside of the credits.txt What do you need? - Basic scripting knowledge (you should have an idea how to write a SQF script, you dont need to be an expert (but you can get one :F)) Anything else i need to know? Yes As XMS2 is a project of XStudio it could be required that you work on other projects like XLib too (only on XLib till you plan to join XStudio) kindly regards X39 Share this post Link to post Share on other sites
x39 101 Posted September 11, 2014 FYI some in-dev snapshot which is pretty stable (@Any mirror: Dont update! Its PURE IN DEV!) http://unitedtacticalforces.de/XMS2/XMS2%205.0%20ALPHA%20-%20Internal%20Release%20-%20Patch%203.zip To use it, you need to take the XLib from inside & the XMS2 from inside! (also contains a little snapshot from current XLib inDev version) please provide feedback about the new UI ^^ greets X39 Share this post Link to post Share on other sites
x39 101 Posted September 22, 2014 Hey there! XMS2 is getting closer to closed BETA so i need to ask another time for willed people who want to participate in the testing of XMS2. If youre interested, please send a PN to me. greets X39 Share this post Link to post Share on other sites
x39 101 Posted September 23, 2014 FYI the current changelog (not final ^^) ALPHA 5.0 - Commit 1 - 3 Fixed \- many fixes remain unknown due a heavy changes at coding side (also pretty sure i broke tons of stuff again ... so ^^) Added |v- Overhaul of the Medical UI ||- QuickActions (just the UI element) <== Fairly simple concept idea: Do multiple things at once by just simply using a single action (can be set in serverConfig) ||- Right click menu (right click on ANY body part and it will open magically) |\- Multiple humanBody colorations |- New ModProperties menu entries ||- Animation Speed <== controling how fast the MedicalUi animations will be played (set to 0 to disable animations and get instant menus etc.) |\- Hit Zone Damage Type <== controls which coloration the human body in the medicalUi will have |v- function X39_MS2_fnc_setProgressBarTimeout Creates a small progressbar at the very top position (only one can be active at once! So check before using the X39_MS2_var_Internal_Overlay_ProgressBarRunning variable) |\- ProgressBarLike overlay element (its in real a picture ... but due the fact that its more smooth then using the progressbar, thats ok) |- support for HitPart event handler |- variable X39_MS2_var_Events_EnableSetEvents - default: false - enables/disables the usage of the (example) setDamageOf events thrown by XMS2 using XLib |- variable X39_MS2_var_Bleeding_EnableBleedingCure - default: true - enables/disables automatic bleeding cure |- variable X39_MS2_var_Bleeding_AllowBleedingCureWhenAterieDamaged - default: false - allows automatic bleeding cure when the aterie is damaged \- variable X39_MS2_var_Damage_AllowDeathThroughFullDamageAtHeadHitzone - default: true - allows REAL death (alive player => false) for a fullDamaged head Removed |- variables X39_MS2_var_Bleeding_minDamageRequiredFor* (every bullet hit will now produce bleeding damage) |- Variable X39_MS2_var_MedicalActions_Adrenaline_DamageHealing |- Variable X39_MS2_var_MedicalActions_Morphine_DamageHealing |- Variable X39_MS2_var_MedicalActions_Naloxone_DamageHealing |- Variable X39_MS2_var_MedicalActions_ColdSpray_TemperatureChange |- Variable X39_MS2_var_MedicalActions_ColdSpray_PainChange |- Variable X39_MS2_var_MedicalActions_StickyBandage_DamageHealing |- Variable X39_MS2_var_MedicalActions_StickyBandage_DamageHealing |- Item "Cold Spray" (just was in XMS2 for testing purpose) |- variable X39_MS2_var_Bleeding_ExplosionModificator |- X39_MS2_var_Pain_ExtraPainFor*Modificator variables (duplicate of X39_MS2_var_Pain_DamagePainFor*Modificator variables) \- Generic HitZone Changed |- X39_MS2_var_Damage_ExplosionModificator from 1 to 2 |- X39_MS2_var_Damage_GlobalModificator from 1 to 0.4 |- Opening the MedicalUi will now automatically set you to crouched mode |v- Complete overhaul of the Medical UI ||- More clean & intuitive design |\- More animated stuff |- Renamed variable X39_MS2_var_MedicalActions_Adrenaline_AdrenalineChange --> X39_MS2_var_Drugs_Adrenaline_AdrenalineChangeOnConsume |- Renamed variable X39_MS2_var_MedicalActions_Morphine_AdditionalMorphineValue --> X39_MS2_var_Drugs_Morphine_MorphineChangeOnConsume |- Renamed variable X39_MS2_var_MedicalActions_Naloxone_AdditionalNaloxoneValue --> X39_MS2_var_Drugs_Naloxone_NaloxoneChangeOnConsume |- X39_MS2_var_Pain_DamagePainForGlobalModificator --> X39_MS2_var_Pain_DamagePainGlobalModificator |v- Overhaul of damage model (more hitzones, more exact hits, more details & info to be used for calculation of damage) ||- event handler to damage hitzones (from HandleDamage to HitPart) ||- X39_MS2_var_Damage_* unit variables (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- X39_MS2_var_Bleeding_* unit variables (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- X39_MS2_var_Bleeding_AterieDamaged unit variable (multiple hitZones can now have aterial damage (differed using hitZoneName at * position: X39_MS2_var_Bleeding_*AterieDamaged) + are generated automatically at the beginning with value 10, see X39_MS2_var_Internal_HitZones first & third param) ||- X39_MS2_var_hasTourniquet unit variable (multiple hitZones can now have a tourniquet (differed using hitZoneName at * position: X39_MS2_var_*HasTourniquet) + are generated automatically at the beginning with value 10, see X39_MS2_var_Internal_HitZones first & third param) ||- X39_MS2_fnc_addDamageTo* functions (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- X39_MS2_fnc_setDamageOf* functions (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- X39_MS2_fnc_getDamageOf* functions (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- X39_MS2_fnc_addBleedingTo* functions (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- X39_MS2_fnc_setBleedingOf* functions (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- X39_MS2_fnc_getBleedingOf* functions (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- DamageChanged_* script events (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- BleedingChanged_* script events (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- X39_MS2_var_Damage_maxDamage* variables (will now have a new tag (at *) + are generated automatically at the beginning with value 1, see X39_MS2_var_Internal_HitZones first param) ||- X39_MS2_var_Damage_*Modificator variables (will now have a new tag (at *) + are generated automatically at the beginning with value 1, see X39_MS2_var_Internal_HitZones first param) ||- X39_MS2_var_Damage_EnableHitzone* variables (will now have a new tag (at *) + are generated automatically at the beginning with value true, see X39_MS2_var_Internal_HitZones first param) ||- X39_MS2_var_Bleeding_maxDamage* variables (will now have a new tag (at *) + are generated automatically at the beginning with value 1, see X39_MS2_var_Internal_HitZones first param) ||- X39_MS2_var_Bleeding_*Modificator variables (will now have a new tag (at *) + are generated automatically at the beginning with value 1, see X39_MS2_var_Internal_HitZones first param) ||- X39_MS2_var_Bleeding_EnableHitzone* variables (will now have a new tag (at *) + are generated automatically at the beginning with value true, see X39_MS2_var_Internal_HitZones first param) ||- X39_MS2_var_Pain_DamagePainFor*Modificator variables (will now have a new tag (at *) + are generated automatically at the beginning with value 1, see X39_MS2_var_Internal_HitZones first param) ||- X39_MS2_var_Bleeding_BleedingCurePerTick variable (was splitted into one for each hitZone each initialized with 0.0001) ||- X39_MS2_var_Bleeding_AterialDamageMultiplicator variable (multiple hitZones can now have aterial damage (differed by suffix at * position: X39_MS2_var_Bleeding_AterialDamageMultiplicator*) + are generated automatically at the beginning with value 10, see X39_MS2_var_Internal_HitZones first & third param) |\- ALL FUNCTIONS associated with one of those hitZones (all hitzones got renamed so all files which used those need to be changed) |- variable X39_MS2_var_Drugs_Adrenaline_adrenalineAddedThroughShooting from 0.025 to 0.035 \- X39_MS2_fnc_initUnit function is now forced to be local to the unit which shall be initialized Share this post Link to post Share on other sites
dustyjukebox 10 Posted September 24, 2014 I've been looking forward to this for a while now. Being a Civilian Paramedic and a Military Combat Life Saver, this mod couldn't be better. I hope you make it the best Medical Simulator for this game and I enjoy the idea that I can practice Combat Trauma without real guts and all the fun if you know what I mean ;) Good luck and I can't wait! Share this post Link to post Share on other sites
x39 101 Posted September 29, 2014 (edited) Release 5.0 ALPHA Download http://unitedtacticalforces.de/XMS2/XMS2%205.0%20ALPHA.zip a hell of a Changelog ALPHA 5.0 Fixed |- Shooting resets Adrenaline lvl automatically to the max of shooting if adrenaline was larger then that \- many fixes remain unknown due a heavy changes at coding side (also pretty sure i broke tons of stuff again ... so ^^) Added |- Saline Action to the medicalUi right click menu <-- Use this to fill up blood (currently gets counted as normal blood) |v- Conscious system is now self caring about getting conscious state back (better work flow --> Too much morphine? Give some counter medicine like Naloxone!) |\- Dynamic WakeUp from knockout conditions (you need to stabilize a unit to give it the ability to wakeUp (example: You need to heal a unit to get it up again)) |- variable X39_MS2_var_MedicalActions_SalineBag_BloodChangeP - default: 0.15 - sets how much blood a salineBag can refill in percent (100% => X39_MS2_var_Bleeding_maxBloodInEntireBody) |v- LimitationSystem (documentation will follow! For now, check the functions sticked to this changelog entry) ||- Function X39_MS2_fnc_ls_createLimitationObject ||- Function X39_MS2_fnc_ls_createLimitationClass ||- Function X39_MS2_fnc_ls_assignLimitationObject ||- Function X39_MS2_fnc_ls_assignLimitationClass ||- Function X39_MS2_fnc_ls_commitChanges ||- Function X39_MS2_fnc_ls_isAllowedToUse ||- Function X39_MS2_fnc_ls_convertLimitation |\- Function X39_MS2_fnc_ls_registerLimitation |v- Overhaul of the Medical UI ||- QuickActions (just the UI element) <== Fairly simple concept idea: Do multiple things at once by just simply using a single action (can be set in serverConfig) ||- Right click menu (right click on ANY body part and it will open magically) |\- Multiple humanBody colourations |- New ModProperties menu entries ||- Animation Speed <== controlling how fast the MedicalUi animations will be played (set to 0 to disable animations and get instant menus etc.) |\- Hit Zone Damage Type <== controls which colouration the human body in the medicalUi will have |v- function X39_MS2_fnc_setProgressBarTimeout Creates a small progressbar at the very top position (only one can be active at once! So check before using the X39_MS2_var_Internal_Overlay_ProgressBarRunning variable) |\- ProgressBarLike overlay element (its in real a picture ... but due the fact that its more smooth then using the progressbar, thats ok) |- support for HitPart event handler |- variable X39_MS2_var_Events_EnableSetEvents - default: false - enables/disables the usage of the (example) setDamageOf events thrown by XMS2 using XLib |- variable X39_MS2_var_Bleeding_EnableBleedingCure - default: true - enables/disables automatic bleeding cure |- variable X39_MS2_var_Bleeding_AllowBleedingCureWhenAterieDamaged - default: false - allows automatic bleeding cure when the aterie is damaged \- variable X39_MS2_var_Damage_AllowDeathThroughFullDamageAtHeadHitzone - default: true - allows REAL death (alive player => false) for a fullDamaged head Removed |- Dummy interaction menu entry to add blood |- variables X39_MS2_var_Bleeding_minDamageRequiredFor* (every bullet hit will now produce bleeding damage) |- Variable X39_MS2_var_MedicalActions_Adrenaline_DamageHealing |- Variable X39_MS2_var_MedicalActions_Morphine_DamageHealing |- Variable X39_MS2_var_MedicalActions_Naloxone_DamageHealing |- Variable X39_MS2_var_MedicalActions_ColdSpray_TemperatureChange |- Variable X39_MS2_var_MedicalActions_ColdSpray_PainChange |- Variable X39_MS2_var_MedicalActions_StickyBandage_DamageHealing |- Variable X39_MS2_var_MedicalActions_StickyBandage_DamageHealing |- Item "Cold Spray" (just was in XMS2 for testing purpose) |- variable X39_MS2_var_Bleeding_ExplosionModificator |- X39_MS2_var_Pain_ExtraPainFor*Modificator variables (duplicate of X39_MS2_var_Pain_DamagePainFor*Modificator variables) \- Generic HitZone Changed |- items ItemSimulation field <-- makes the items show up in ArmA3s virtual arsenal |- X39_MS2_var_Damage_ExplosionModificator from 1 to 2 |- X39_MS2_var_Damage_GlobalModificator from 1 to 0.4 |- Opening the MedicalUi will now automatically set you to crouched mode |v- Complete overhaul of the Medical UI ||- More clean & intuitive design |\- More animated stuff |- Renamed variable X39_MS2_var_MedicalActions_Adrenaline_AdrenalineChange --> X39_MS2_var_Drugs_Adrenaline_AdrenalineChangeOnConsume |- Renamed variable X39_MS2_var_MedicalActions_Morphine_AdditionalMorphineValue --> X39_MS2_var_Drugs_Morphine_MorphineChangeOnConsume |- Renamed variable X39_MS2_var_MedicalActions_Naloxone_AdditionalNaloxoneValue --> X39_MS2_var_Drugs_Naloxone_NaloxoneChangeOnConsume |- X39_MS2_var_Pain_DamagePainForGlobalModificator --> X39_MS2_var_Pain_DamagePainGlobalModificator |v- Overhaul of damage model (more hitzones, more exact hits, more details & info to be used for calculation of damage) ||- event handler to damage hitzones (from HandleDamage to HitPart) ||- X39_MS2_var_Damage_* unit variables (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- X39_MS2_var_Bleeding_* unit variables (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- X39_MS2_var_Bleeding_AterieDamaged unit variable (multiple hitZones can now have aterial damage (differed using hitZoneName at * position: X39_MS2_var_Bleeding_*AterieDamaged) + are generated automatically at the beginning with value 10, see X39_MS2_var_Internal_HitZones first & third param) ||- X39_MS2_var_hasTourniquet unit variable (multiple hitZones can now have a tourniquet (differed using hitZoneName at * position: X39_MS2_var_*HasTourniquet) + are generated automatically at the beginning with value 10, see X39_MS2_var_Internal_HitZones first & third param) ||- X39_MS2_fnc_addDamageTo* functions (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- X39_MS2_fnc_setDamageOf* functions (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- X39_MS2_fnc_getDamageOf* functions (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- X39_MS2_fnc_addBleedingTo* functions (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- X39_MS2_fnc_setBleedingOf* functions (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- X39_MS2_fnc_getBleedingOf* functions (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- DamageChanged_* script events (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- BleedingChanged_* script events (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones) ||- X39_MS2_var_Damage_maxDamage* variables (will now have a new tag (at *) + are generated automatically at the beginning with value 1, see X39_MS2_var_Internal_HitZones first param) ||- X39_MS2_var_Damage_*Modificator variables (will now have a new tag (at *) + are generated automatically at the beginning with value 1, see X39_MS2_var_Internal_HitZones first param) ||- X39_MS2_var_Damage_EnableHitzone* variables (will now have a new tag (at *) + are generated automatically at the beginning with value true, see X39_MS2_var_Internal_HitZones first param) ||- X39_MS2_var_Bleeding_maxDamage* variables (will now have a new tag (at *) + are generated automatically at the beginning with value 1, see X39_MS2_var_Internal_HitZones first param) ||- X39_MS2_var_Bleeding_*Modificator variables (will now have a new tag (at *) + are generated automatically at the beginning with value 1, see X39_MS2_var_Internal_HitZones first param) ||- X39_MS2_var_Bleeding_EnableHitzone* variables (will now have a new tag (at *) + are generated automatically at the beginning with value true, see X39_MS2_var_Internal_HitZones first param) ||- X39_MS2_var_Pain_DamagePainFor*Modificator variables (will now have a new tag (at *) + are generated automatically at the beginning with value 1, see X39_MS2_var_Internal_HitZones first param) ||- X39_MS2_var_Bleeding_BleedingCurePerTick variable (was splitted into one for each hitZone each initialized with 0.0001) ||- X39_MS2_var_Bleeding_AterialDamageMultiplicator variable (multiple hitZones can now have aterial damage (differed by suffix at * position: X39_MS2_var_Bleeding_AterialDamageMultiplicator*) + are generated automatically at the beginning with value 10, see X39_MS2_var_Internal_HitZones first & third param) |\- ALL FUNCTIONS associated with one of those hitZones (all hitzones got renamed so all files which used those need to be changed) |- variable X39_MS2_var_Drugs_Adrenaline_adrenalineAddedThroughShooting from 0.025 to 0.035 \- X39_MS2_fnc_initUnit function is now forced to be local to the unit which shall be initialized !IMPORTANT NOTE! Due the UI change, the controls of the UI also changed! To bandage a unit, you need to right click on the body part. please also read the changelog CAREFULLY! & update your userconfig (new folder & file which maybe will change in the future) Please note that this release also marks the entry into the closed beta! Thx for being part of the public alpha kindly regards X39 Edited September 29, 2014 by X39 Share this post Link to post Share on other sites
Guest Posted September 30, 2014 Thanks again for informing us of the updated alpha release :cool: Release frontpaged on the Armaholic homepage. Medical System 2 (XMS2) v5.0 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
sonsalt6 105 Posted September 30, 2014 New update v5.0 alpha available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
x39 101 Posted October 10, 2014 (edited) Release 5.1 ALPHA Download http://unitedtacticalforces.de/XMS2/XMS2%205.1%20ALPHA.zip Changelog ALPHA 5.1 Fixed |- Defibrillator was not always showing up |- Defibrillator was not working correctly |- Defibrillator had no progressBar & animation lock |- Blackout was not working anymore |- 0000092: When releasing a unit after drag animation is not reseted |- Morphine Disortion effect was not working due incorrect calculations |- It was possible to apply drugs without a pause (UI was not blocked after pressing ApplyDrug) |- notifyUnit function tried to use first param as message |- DEBUG version issues with some script calls |- glitch when runTicker was callen manually for a unit which already had the ticker running (ticker cannot be run twice for the same unit anymore!) \- Some undefinedVariable script issues caused by old function usages Added |- function X39_MS2_fnc_unInitUnit |- function X39_MS2_fnc_overlay_destroyDisplay |- variable X39_MS2_var_Pain_showDiagnosticsMessagesUnconscious - default: true |- variable X39_MS2_var_Drugs_Naloxone_allowWakeUnconscious - default: true |v- variable X39_MS2_var_CheckUnit_showDrugsConcentrationInDiagnostics - default: true |\- optional drugsConcentration diagnostics message |- NoPulse diagnostics message |v- Adrenaline impact on pain ||- variable X39_MS2_var_Drugs_Adrenaline_useForPain - default: true ||- variable X39_MS2_var_Drugs_Adrenaline_PainCureValueP - default: 1.0 |\- variable X39_MS2_var_Drugs_Adrenaline_PainMinForFullCureP - default: 1.0 \v- Aspirin |- variable X39_MS2_var_Drugs_Aspirin_hasImpactOnBloodClotting - default: true |- variable X39_MS2_var_Drugs_Aspirin_useForPain - default: true |- variable X39_MS2_var_Drugs_Aspirin_PainMinForFullCureP - default: 1.0 |- variable X39_MS2_var_Drugs_Aspirin_PainCureValueP - default: 0.75 |- variable X39_MS2_var_Drugs_Aspirin_maxAspirin - default: 10 |- variable X39_MS2_var_Drugs_Aspirin_reductionPerTick - default: 0.001 |- variable X39_MS2_var_Drugs_Aspirin_ChangeOnConsume - default: 2 |- variable X39_MS2_var_Drugs_Aspirin_GlobalAspirinModificator - default: 1 |- variable X39_MS2_var_Feature_EnableAspirin - default: true |- function X39_MS2_fnc_addAspirin |- function X39_MS2_fnc_getAspirin \- function X39_MS2_fnc_setAspirin Removed \- Obsolete function X39_MS2_fnc_messagePlayer Changed |- all variables "X39_MS2_var_Drugs_Morphine_morphine*" to "X39_MS2_var_Drugs_Morphine_*" |- variable "X39_MS2_var_Drugs_Morphine_useMorphineForPain" to "X39_MS2_var_Drugs_Morphine_useForPain" |- variable "X39_MS2_var_Drugs_Naloxone_NaloxoneChangeOnConsume" to "X39_MS2_var_Drugs_Naloxone_ChangeOnConsume" |- default value for X39_MS2_var_Damage_AllowDeathThroughFullDamageAtHeadHitzone --> old=true; new=false |- InitModHelpers are now callen in postInit (allows to implement some new fancy stuff like XMS1 mode ^^) \- Updated to latest TFAR API (also implemented missing functions of TFAR ... stupid me) Please note that this release also marks the entry into the closed beta! Yep ... and now you got a version you can use till the open beta starts again ... kindly regards X39 Edited October 10, 2014 by X39 Share this post Link to post Share on other sites
sonsalt6 105 Posted October 10, 2014 New mod or update v5.1 alpha available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
x39 101 Posted October 12, 2014 Just created a public skype group for all who are interested in the project Share this post Link to post Share on other sites