Belbo 462 Posted February 4, 2018 ADV - ACE Splint - Fixing you up if your arms and legs go kaputt - The times are over in which you had to use a Personal Aid Kit to fix damaged arms and legs with ACE³. ADV - ACE Splint offers you an item you can use to fix damaged arms and legs. Of course the option to splint a damaged limbed will only be available with ace_medical_healHitPointAfterAdvBandage disabled. Depending on your settings an applied splint might come off again. In that case you might be able to apply it again, or have to use a new one. I recommend using ADV - ACE CPR additionally to ADV - ACE Splint - not just because I'm the modest author, but because these two mods offer the things I felt missing in the current version of ACE³. Download: The most current version (1.1.6) can be downloaded here: https://github.com/Pergor/ADV_Medical/releases/download/1.1.6/@adv_aceSplint.zip You can get it at armaholic (thanks to foxhound!): ADV - ACE Splint v1.1.5 Advanced Combat Environment 3 (ACE 3)Community Base addons A3 The Addon is signed and has a bikey. And of course ACE³ is needed - adv_aceSplint works with at least version 3.12.0 Or get it at the Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1291442929 For mission builders: Settings for ADV - ACE Splint can be changed with cba settings, or the following variables: adv_aceSplint_reopenChance_regular = 0; //default 30, maximum value 100 adv_aceSplint_reopenChance_medic = 0; //default 0, maximum value 100 adv_aceSplint_reopenTime = 300; //default 600 adv_aceSplint_reuseChance = 80; //default 90, maximum value 100 adv_aceSplint_patientCondition = 0; //default 0, 1 = patient has to be bandaged before applying splint The classname for the splint item is "adv_aceSplint_splint" If you want to enable logging to rpt set this variable: adv_aceSplint_diag = true; Current issues: - Unknown. We don't usually play with ace_medical_healHitPointAfterAdvBandage so if something breaks I'm most likely the last person to know about it, so bug reports are always welcome. Special thanks: - NorX Aengell - DeliciousJaffa - GodofMonkeys - veteran29 - corp-0 Changelog: 1.1.6: FIXED: check limb feature wouldn't be applied correctly ADDED: spanish and polish translation ADDED: setting for the patient's condition in order to be splinted Spoiler 1.1.5: ADDED: new settings for reopen chance for medics and regular soldiers. ADDED: new limb analysis feature. 1.1.3: IMPROVED: added splint item to ace medical advanced crates. IMPROVED: added chinese translation (thanks to GodofMonkeys!) IMPROVED: added additional checks for PAK usage. 1.1.2: ADDED: Setting to enable/disable ADV - ACE Splint. 1.1.1: IMPROVED: added randomization to reopen-time. FIXED: reset of falling off splints upon PAK usage. 1.1.0: ADDED: cba settings. ADDED: splints can now fall off. ADDED: variables for probability for the splint falling off, time for the splint to take falling off, and for the probability to be able to reuse the fallen off splint. 1.0.2: IMPROVED: added french translation to stringtable.xml - courtesy of NorX Aengell. 1.0.1: FIXED: Compatibility to ACE 3.11.0 1.0: First build. And of course, the licence: This addon - as a whole - is allowed to be copied, distributed or modified as per the GPL-2.0 licence. Additional terms apply for using this addon: You may not use this addon or parts or derivatives of it for any commercial purposes, including monetized game servers. This addon or parts or derivatives of it may not be used in any derivative of Life gamemode. Different licences may apply to parts of this addon if it's not copied or distributed as a whole. 5 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 4, 2018 More immersion , means better gameplay! Congratulations! Share this post Link to post Share on other sites
Guest Posted February 6, 2018 Thanks for sending us the release and sorry for the delay :) The Armaholic mirror has been updated with the new version: ADV - ACE Splint v1.0.1 Share this post Link to post Share on other sites
loopdk 92 Posted February 6, 2018 I have this in my ace settings force force ace_medical_healHitPointAfterAdvBandage = true; But still no option for sam split. and yes i got 2 in my backpack Eny iders? Share this post Link to post Share on other sites
Belbo 462 Posted February 6, 2018 2 hours ago, loopdk said: I have this in my ace settings force force ace_medical_healHitPointAfterAdvBandage = true; But still no option for sam split. and yes i got 2 in my backpack Eny iders? Ah... it should've said: disabled. healHitPointAfterAdvBandage has to be disabled in order to give the option to use the splints. Otherwise there's no need for splints. - updated description. 1 Share this post Link to post Share on other sites
pirkleawesome 8 Posted February 9, 2018 Quick question, I have always run with bandages healing hit points specifically because of this feature. Aside from effects from the damaged limbs, does disabling hit points have any other use? Share this post Link to post Share on other sites
Belbo 462 Posted February 19, 2018 On 2/9/2018 at 8:12 PM, pirkleawesome said: Quick question, I have always run with bandages healing hit points specifically because of this feature. Aside from effects from the damaged limbs, does disabling hit points have any other use? Not to my knowledge. Share this post Link to post Share on other sites
Belbo 462 Posted February 20, 2018 Updated to 1.0.2: https://github.com/Pergor/ADV_Mods/releases/download/1.0.2/adv_aceSplint.zip IMPROVED: added french translation to stringtable.xml - courtesy of NorX Aengell. 1 Share this post Link to post Share on other sites
Guest Posted February 20, 2018 Thanks for sending us the updated release :) The Armaholic mirror has been updated with the new version: ADV - ACE Splint v1.0.2 Share this post Link to post Share on other sites
rekkless 240 Posted March 19, 2018 Is this basically just a cosmetic alternative to the ACE setting heal Hit Point After Adv Bandage setting in ACE 3? From my understanding if that setting is enabled it will allow players to run again without the need of a PAK, Does this do that same thing only after apply the splint? Share this post Link to post Share on other sites
mihal190 79 Posted March 19, 2018 is it possible to make timer? like wound will be fixed after 60 seconds or 120 Share this post Link to post Share on other sites
Moon_chilD 200 Posted March 20, 2018 21 hours ago, rekkless said: Is this basically just a cosmetic alternative to the ACE setting heal Hit Point After Adv Bandage setting in ACE 3? From my understanding if that setting is enabled it will allow players to run again without the need of a PAK, Does this do that same thing only after apply the splint? Basically yes, you apply a splint and people that couldn't run before can run again. Is it only a "cosmetic alternative"? No, for people that want to make the medic job more demanding this is yet another step when threating someone. So you have to have the splint and it takes time to apply it! 2 Share this post Link to post Share on other sites
Belbo 462 Posted March 22, 2018 On 3/19/2018 at 9:04 PM, mihal190 said: is it possible to make timer? like wound will be fixed after 60 seconds or 120 It's possible. Question is: Why though? Applying a bandage will heal a wound immediately, why should a splint act differently? On 3/19/2018 at 6:15 AM, rekkless said: Is this basically just a cosmetic alternative to the ACE setting heal Hit Point After Adv Bandage setting in ACE 3? From my understanding if that setting is enabled it will allow players to run again without the need of a PAK, Does this do that same thing only after apply the splint? What Moon_chilD said. It's for people who think ace_medical_healHitPointAfterAdvBandage makes the game less interesting, but don't want to use PAKs in order to solve the simple problem of damaged limbs. With ADV - ACE Splint you can have ace_medical_healHitPointAfterAdvBandage set to 0, so you're players might keep their damaged limbs even after bandaging all the wounds - until they put on a splint. That way your players can hobble around and only the medics can have splints, so they'll have to stumble to the medic tent to carry on - without the need to resetting their whole health to starting values. Share this post Link to post Share on other sites
Capt Childs 178 Posted March 22, 2018 As I said in the CPR thread, we're loving this mod. Really adds something to gameplay, just as it is. That said, and I don't know if it's possible (or the author at all interested in doing so), but it might be nice to have an option to have the splint improve the wound effect but not wholly fix it? So for example, if a leg wound produces a 50% reduction in speed, and wound after the splint has been applied results in only a 25% reduction in speed. Same for shooting stability for arm wounds. Another option might be making splints removable (and returns to inventory), and the effect returning, much as ACE3 uses tourniquets? Keep up the great work Belbo, awesome complimentary mods these two (with CPR). 1 Share this post Link to post Share on other sites
Belbo 462 Posted March 22, 2018 4 hours ago, Capt Childs said: That said, and I don't know if it's possible (or the author at all interested in doing so), but it might be nice to have an option to have the splint improve the wound effect but not wholly fix it? So for example, if a leg wound produces a 50% reduction in speed, and wound after the splint has been applied results in only a 25% reduction in speed. Same for shooting stability for arm wounds. Another option might be making splints removable (and returns to inventory), and the effect returning, much as ACE3 uses tourniquets? As far as I know the 'status effect' of a damaged limb is binary. A limb can either be damaged and thus effect your walking speed or aiming stability, or it can be not damaged and thus not impair you at all. At least that's the way ace handles their broken limb effect: https://github.com/acemod/ACE3/blob/master/addons/medical/functions/fnc_setHitPointDamage.sqf (everything following line 86). So to implement such a feature would require much more work, that's why it's not within my scope for this mod. Making splints removable is something that I already looked into. It would take much more code to implement it, but it's not something that I haven't thought about. I'm currently working on having the option that splints can 'fall off' or rather loosen. Then they must be applied anew. It would be much more fun if a splint could then simply be reused, in a sense that you take the old one off and apply it again. But I have yet to get this far. The problems with this are for example: The splint has to be added to the status log - the one that shows when a tourniquet has been applied (which I thought was not much of a hassle... turns out, it really is, because the function that handles that does much more and is specific to the preconfigured treatments. There's no single function for that in ace). Additionally the 'broken' status only applies to both limbs at the same time, so one splint will always fix both limbs and will always be applied to both limbs. That's a limitation that comes with the way either ace or arma handles hitpointdamage. If a splint would be able to loosen, it would this way get loose on both limbs. I'd have to rewrite ADV - ACE Splint in a way that you would always need one splint for the left and one for the right limb in order to really remove the status effect, even though only one side might be damaged. So even though I'd really like to do that, it might just be too much work to achieve something reasonable to keep it fun for me. :) 1 Share this post Link to post Share on other sites
Guest Posted March 28, 2018 Thanks for informing us ablout the new version :) The Armaholic mirror has been updated with the new version: ADV - ACE Splint v1.1.0 Share this post Link to post Share on other sites
Belbo 462 Posted March 28, 2018 Updated to version 1.1.0: https://github.com/Pergor/ADV_Mods/releases/download/1.1.0/adv_aceSplint.zip ADDED: cba settings. ADDED: splints can now fall off. ADDED: variables for probability for the splint falling off, time for the splint to take falling off, and for the probability to be able to reuse the fallen off splint. Share this post Link to post Share on other sites
Pictureclass 19 Posted March 28, 2018 Hi Belbo, are there any sideeffects, when the player is using the Splint? Like random falling down or continous amount of Pain added? Or have you any plans in this direction? Is the probability, that the Splint falling down higher, when the player is moving or running? Greetings and keep up the great work Share this post Link to post Share on other sites
Belbo 462 Posted March 28, 2018 There are no side effects. I don't really plan on implementing anything like that. I'm thinking about adjusting the risks depending on the player being on the move - or even dropping the splint on the ground if it falls off, instead of readding it to the inventory. But for now I just want to see the first iteration of this fall off-system to work. Share this post Link to post Share on other sites
Pictureclass 19 Posted March 28, 2018 Thanks for your reply. We will see, how we can integrate it, and report back. Share this post Link to post Share on other sites
Belbo 462 Posted March 28, 2018 Updated to version 1.1.1: https://github.com/Pergor/ADV_Medical/releases/download/1.1.1/adv_aceSplint.zip IMPROVED: added randomization to reopen-time. FIXED: reset of falling off splints upon PAK usage. 1 Share this post Link to post Share on other sites
Guest Posted March 28, 2018 Thanks for informing us ablout the hotfix version :) The Armaholic mirror has been updated with the new version: ADV - ACE Splint v1.1.1 Share this post Link to post Share on other sites
Belbo 462 Posted April 29, 2018 Updated to version 1.1.2: https://github.com/Pergor/ADV_Medical/releases/download/1.1.2/adv_aceSplint.zip ADDED: Setting to enable/disable ADV - ACE Splint. 1 1 Share this post Link to post Share on other sites