x_DarkSpecter_x 207 Posted May 14, 2019 On 5/12/2019 at 3:31 PM, Kicillof said: Hi there! I'm having trouble finding the "CBA mod menu" that should have all the PIR settings. I have only 2 CBA tabs, called "CBA Weapons" and "CBA UI". None of them have all the settings that you can see on the first post of this thread. Try placing a unit (player) in the editor then play, then try accessing in game. Certain mods seem to only have accessible CBA settings in game. Share this post Link to post Share on other sites
Tobur 37 Posted May 14, 2019 On 5/12/2019 at 11:31 PM, Kicillof said: Hi there! I'm having trouble finding the "CBA mod menu" that should have all the PIR settings. I have only 2 CBA tabs, called "CBA Weapons" and "CBA UI". None of them have all the settings that you can see on the first post of this thread. I think you can access the CBA options only during a running session. Not in the editor menu or so. Please correct me if I am wrong Share this post Link to post Share on other sites
Dedmen 2703 Posted May 14, 2019 1 hour ago, Tobur said: I think you can access the CBA options only during a running session. Not in the editor menu or so. Please correct me if I am wrong You can access CBA options in editor, to set the mission settings. But you might need to do something special in your init script for that. Share this post Link to post Share on other sites
Kicillof 0 Posted May 15, 2019 23 hours ago, x_DarkSpecter_x said: Try placing a unit (player) in the editor then play, then try accessing in game. Certain mods seem to only have accessible CBA settings in game. Yep, that was the thing I was missing. Thanks! Share this post Link to post Share on other sites
Kicillof 0 Posted May 15, 2019 (edited) Is it there any other way to disable PiR on players? Since the only way to access CBA Settings is placing a player and then modifying the PiR parameters there, I'm only able to modify the server ones, but not the mission ones. The thing is that, even if I change them the way I want on the server, then export the config and import it on the mission parameters; when I play it, the mission parameters still won't change. And finally, the problem is that when I upload the mission to my server (HostHavoc, through FTP), the mission parameters remain unchanged and the players are still being affected by the PiR. I'm looking for a way to force this two settings from somewhere else, but I'm not aware if that's even possible: PiR_injuriplayer_on = false; PiR_west_on = false; Edited May 15, 2019 by Kicillof Forgot a word :) Share this post Link to post Share on other sites
Kicillof 0 Posted May 16, 2019 On 5/15/2019 at 2:25 AM, Kicillof said: Is it there any other way to disable PiR on players? Since the only way to access CBA Settings is placing a player and then modifying the PiR parameters there, I'm only able to modify the server ones, but not the mission ones. The thing is that, even if I change them the way I want on the server, then export the config and import it on the mission parameters; when I play it, the mission parameters still won't change. And finally, the problem is that when I upload the mission to my server (HostHavoc, through FTP), the mission parameters remain unchanged and the players are still being affected by the PiR. Just ignore this. Logging as admin and changing the server parameters will do the job, and those changes will persist through restarts. Share this post Link to post Share on other sites
AirShark 147 Posted May 31, 2019 is it possible to just use knock off helmets and weapons... and the other animations while disabling all the injuries stuff ?? Share this post Link to post Share on other sites
0Y0 788 Posted June 1, 2019 On 5/31/2019 at 6:38 PM, AirShark said: is it possible to just use knock off helmets and weapons... and the other animations while disabling all the injuries stuff ?? No. Share this post Link to post Share on other sites
0Y0 788 Posted June 8, 2019 So... I did not find an error in the code, because of which the weapon is hanging in the air. I have this problem rarely. But ... I added some points to the code that should prevent this. I've been testing for several days and have not noticed this problem yet. And a new option. Adjusting the blood effect on the screen: 6 Share this post Link to post Share on other sites
0Y0 788 Posted June 10, 2019 Change list: Hopefully fixed bug with weapon hanging in the air. Added the ability to adjust the intensity of blood on the screen. Now the blood disappears from the screen as soon as you are cured or died. Download new version. 1 Share this post Link to post Share on other sites
0Y0 788 Posted June 20, 2019 Version without keys. With keys will be added later when it is updated in Steam. Fixed rotation of AI in a bent state. Fixed a problem with equipment after respawn. Fixed animations on player self-healing without weapons. Fixed a problem with jamming of AI after injury during treatment. Removed repair animation after exiting a player’s knocked out weapon status. Removed the inclusion of animations after death with a knocked out weapon from the AI. Reduced twitching animations after knocking out weapons from AI, if it remained in place. Added changed ragdoll. Download link 2 Share this post Link to post Share on other sites
0Y0 788 Posted June 20, 2019 Updated again. The link above is relevant. Fixed body rebound after dragging. 1 Share this post Link to post Share on other sites
0Y0 788 Posted June 25, 2019 I have a question. How to enable sound filter of "Unconscious State Effect"? Here the config is described, but how to use it? https://community.bistudio.com/wiki/Arma_3_Sound:_Filters Share this post Link to post Share on other sites
0Y0 788 Posted June 26, 2019 Added contusion effect. 3 Share this post Link to post Share on other sites
0Y0 788 Posted June 26, 2019 Version without keys. With keys will be added later when it is updated in Steam. Fixed bugs when player dragging player. Fixed bug when a player is injured during treatment. Added smooth transition of blood from the screen after treatment, or death. Added sounds for the player when injured state. Added contusion effect. Download new version. 3 Share this post Link to post Share on other sites
snkman 351 Posted June 27, 2019 Oh this looks really awesome! Good job! Share this post Link to post Share on other sites
0Y0 788 Posted June 27, 2019 20 minutes ago, snkman said: Oh this looks really awesome! Good job! Thanks) Share this post Link to post Share on other sites
0Y0 788 Posted June 27, 2019 Version with keys. Steam is also updated. Download 1 Share this post Link to post Share on other sites
0Y0 788 Posted July 13, 2019 Fixed hand ragdoll. Fixed the loss of equipment after the climb. Fixed animation after player dragging player. Fixed the impossibility of throwing grenades after treatment. Fixed interruption of the effect of a contusion during multiple breaks. Fixed bleeding with explosions. Fixed the inability to injure an explosion after respawn. Fixed uncondition animations. Added the ability to treat any injuries. Download new version. 2 Share this post Link to post Share on other sites
0Y0 788 Posted July 19, 2019 Fixed the possibility of contusion in water. Fixed blood loss when AI is injured in water. Fixed moans when injured in water. Fixed moans for non-critical injury. Download new version. 1 Share this post Link to post Share on other sites
DirtyDel 14 Posted July 20, 2019 This is a really great mod and adds new immersion to the game. You put really good work into this and it's showing. I have some feedback for you. An option in the settings that forces all units to go to incapacitated state (no immediate deaths), which helps prolong my game with friends. A carry option/ animation would be great to get players to a location faster/ farther. Grimes simple revive implemented a good one. Also I think "contusion" is meant to be "concussion". Share this post Link to post Share on other sites
0Y0 788 Posted July 21, 2019 9 hours ago, DirtyDel said: This is a really great mod and adds new immersion to the game. You put really good work into this and it's showing. I have some feedback for you. An option in the settings that forces all units to go to incapacitated state (no immediate deaths), which helps prolong my game with friends. A carry option/ animation would be great to get players to a location faster/ farther. Grimes simple revive implemented a good one. Also I think "contusion" is meant to be "concussion". Shell-shock ) A carry option complicate the interaction. And secondly, it works quite crookedly visually. For this I will not enter this. I do not know how immortality works. In my mode, events happen after a bullet hit and at this point the player may already be dead when mod start to work. For this reason, I do not think that I will integrate it. Share this post Link to post Share on other sites
Dallas Medina 50 Posted July 21, 2019 It seems that getting injured while in a vehicle is glitched. You are unable to heal yourself. I was the commander in a T-55 and an RHS Abrams fired a APFSDS round through the turret. Inured my guy badly, the screen had the blood effect and all that. I was unable to heal myself despite having 4 first aid kits. I tried inside the tank and while on foot. Eventually my guy just dropped dead. The same goes for AI crewmen, I was unable to heal them after they were wounded from a penetrating shot through the tank. They also died. I also tried the "injured" call through the command menu, and none of my AI group members came to my aid. Edit: Upon further testing, it seems the mod is malfunctioning yet again. It's removing FAKs randomly from injured, living, and dead. Back to ACE Medical I guess. I hope you fix it again. Share this post Link to post Share on other sites
0Y0 788 Posted July 21, 2019 6 hours ago, Dallas Medina said: It seems that getting injured while in a vehicle is glitched. You are unable to heal yourself. I was the commander in a T-55 and an RHS Abrams fired a APFSDS round through the turret. Inured my guy badly, the screen had the blood effect and all that. I was unable to heal myself despite having 4 first aid kits. I tried inside the tank and while on foot. Eventually my guy just dropped dead. The same goes for AI crewmen, I was unable to heal them after they were wounded from a penetrating shot through the tank. They also died. I also tried the "injured" call through the command menu, and none of my AI group members came to my aid. Edit: Upon further testing, it seems the mod is malfunctioning yet again. It's removing FAKs randomly from injured, living, and dead. Back to ACE Medical I guess. I hope you fix it again. Did it start after the last update? Share this post Link to post Share on other sites
0Y0 788 Posted July 21, 2019 And now I have recreated these situations in my own with different tanks from the RHS. It works correctly for me. And yes. Heal can only be out of the technique. Inside can't be treated. This is how it should work. Share this post Link to post Share on other sites