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[WIP] X39s Medical System 2 (XMS2)

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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.

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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 ^^)

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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))

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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?

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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.

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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

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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
Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\DialogControl\MedicalActionM
enu\addGivenMessageToTriageCard.sqf
Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\DialogControl\MedicalActionM
enu\btnDiagnosisAddSelectedEntryToTriageCard.sqf
Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\DialogControl\MedicalActionM
enu\btnDiagnosisPerformCheckUnit.sqf
Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\DialogControl\MedicalActionM
enu\btnPerformAction.sqf
Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\DialogControl\MedicalActionM
enu\btnTriageCardRemoveSelectedEntry.sqf
Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\DialogControl\MedicalActionM
enu\btnTriageCardResetTriageCard.sqf
Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\DialogControl\MedicalActionM
enu\createDialog.sqf
Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\DialogControl\MedicalActionM
enu\getTriageCard.sqf
Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\DialogControl\MedicalActionM
enu\getTriageState.sqf
Copy:D:\GitHub\XMedSys2\X39_MS2_Scripting\Functions\DialogControl\MedicalActionM
enu\outputBlockedMessage.sqf
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enu\outputMissingItemsMessage.sqf
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enu\outputNothingSelectedMessage.sqf
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enu\setTriageCard.sqf
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enu\setTriageState.sqf
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enu\updateCraftingOutput.sqf
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Display.sqf
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tMarker.sqf
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i\createDialog.sqf
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qf
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qf
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qf
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nMenuEntries.sqf
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sages.sqf
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alActions.sqf
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Use.sqf
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sqf
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.sqf
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.sqf
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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
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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.
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       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"
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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 by X39

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Thanks for informing us of the updated alpha release :cool:

Release frontpaged on the Armaholic homepage.

================================================

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!

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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%).

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Thanks for informing us of the new alpha release :cool:

Release frontpaged on the Armaholic homepage.

================================================

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!

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quick update:

Can confirm now that XMS2 WILL have 13 hitzones:

- Head
- LeftUpperArm
- LeftLowerArm
- RightUpperArm
- RightLowerArm
- UpperBody
- LowerBody
- LeftUpperLeg
- LeftLowerLeg
- RightUpperLeg
- RightLowerLeg
- LeftFoot
- RightFoot

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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

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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

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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

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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


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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!

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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 by X39

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Thanks again for informing us of the updated alpha release :cool:

Release frontpaged on the Armaholic homepage.

================================================

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!

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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 by X39

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Just created a public skype group for all who are interested in the project

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