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raptor 6 actual

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Posts posted by raptor 6 actual


  1. All thought of guys. We're working on different modules that will eventually encompass many different aspects. I won't go into detail at the moment on each and every one, but suffice it to say, that we want to add many features that people have been asking for in the past. We hope to add an extra sense of realism, even the minute details so as to add to the immersion factor.

    One, that I believe I can discuss, is the Enhanced Engineer module. We hope to implement suggestions such as the one from Zorrobyte offered above, and give the Engineer class more of a needed role.

    Hang in there, we are honestly working on things everyday of the week, even if we don't post info or updates on here.


  2. FullerPJ, is there by chance a way that you can make the wing patches and nameplates a hiddenSelection so that different units can customize them for their own particular use in the future? I know you and Peral are busy with other aspects and this may seem low on the totem pole, but something we hope you would consider in the near future post release of the Aircraft.

    Thanks


  3. Hey, I was planning to make something exactly like this but with an extension to define actual hitspheres/hitboxes for organs and arteries. Since this already exists, want to integrate the extension when it's finished?

    How are you planning to do that? I think there are a few more options hidden in the code to define one or two more spots, but nothing major. Unless you're trying to create a random array to choose from?


  4. Well I'm just saying. This looks pretty promesing. And I have had a really hard time playing Arma 3 without any of the functions of Ace. So if this sort of accomplishes the same that is great.

    We are working on features that will combine a lot of things into CSE so that it's a bit easier to just download one mod, as opposed to many, many to achieve our overall planned goals. Stay tuned, as we make more progress, we'll be posting more for you.


  5. Hello everyone! Just a heads up that we ARE currently working on both fixing bugs in A2 (to a certain extent) AND we are making the move to ArmA 3 as Glowbal has mentioned in the past. We occasionally get requests from people asking if they can port the system over to A3, and our reply will be to just be patient with us while we work to get it incorporated in with the newer scripting functions introduced into that system.

    **To a certain extent- we want to fix the issues many are having in the A2 version, but the team's main priority is focusing on introducing it to A3 as mentioned above. However, we are researching a newer system that will fix some of the problems posted on our dev-hev site and Jonas (one of the dev team members) has come quite a long way in helping us solve many errors that we had hidden, so a huge thanks to him. The rest of the team is absolutely dedicated to making this system work as flawlessly as possible so that you all can enjoy it's possibilities.

    Stay tuned!


  6. I'm just wondering if you can place a line in the INIT line of the plane that would setFuel to 1 or full? Basically, somewhere in the start up sequence (IIRC) the plane starts out with no fuel, but after a few switch clicks, it gets fuel delivered in the code, and all of a sudden you can start the engine. So, the choices are: 1) Peral can add that as a workaround to a less complex system startup, or 2) you might get it to work as mentioned, and all is well until he can push out the next build.

    Please report back if this route works. If not, sorry.


  7. there is no order in what the items shall be used

    you need to use them depending on what output you get

    basicly:

    target is bleeding?

    Bandage, Tourniquet

    targets blood is low?

    Bloodpack

    target has pain?

    morphine

    target is not at 100% health?

    medikit

    target is JUST knocked out?

    epinephrine

    target is DEAD?

    defibrillator

    should have covered all current items

    ands basicly

    thats it

    So, your system is purely game based and not really on reality? Did you not mean for it to be reality based? It's ok if you didn't, I was just under the impression that your goal was to make it such. Can units "full heal" out in the field? Can just anyone administer blood IVs out in the field?

    In my 12 years of experience as a medic, I've never administered Epinephrine to someone that was "knocked out." I guess that's a carry-over from ACE and PR in BF2?

    Anyways, read your post on reddit.com about blowing CMS away :)

    Good luck with the work.


  8. We prefer to work our way, XMed is great work but we want to make it by ourselves :) Anyway, its large project, but its already have 7 months of work for us now, we didnt say anything before because it is a big project and we were not sure if we can. Now we are sure, so its time to share some info with community. If you check a3cs website, its says " version 3.0 " v3.0 will be 1st public release with much new content, older version is already in use in my community so no worry dude :) We got this.

    Can you give us an idea of what features, other than Blood Pressure have been written into your medical system? Who is advising you on medical content? How much training will we need to do to figure out how to save someone?


  9. Bushlurker, is there anyway that you could amend your tutorial to get the maps converted over to A3. I have two maps that I made following your tutorials back in A2, and it worked as you laid it out. But, these two maps have absolutely nothing on them, no roads, buildings, shrubs, anything, and I just can't find a way to get the config working to get it in A3. It doesn't feel like a problem where the tools are lacking, but maybe the new structure of the .pbos needed to get it ingame, or the config.


  10. I will not make any promises, we would like to finish the job and run the closed test at the beginning of next month. But there is no official ETA at the moment.

    Good luck with next month as a tentative deadline, we are producing a better version of the Combat Medical System from A2, and that portion alone, not mentioning the other stuff we're working on in the Combat Space Enhancement mod will take us a lot longer.


  11. nkey- I don't know if this has been mentioned, but are there any plans to add an "interference sound or hiss" while using Vehicle Inter Communication (VIC) systems or aircraft sets? The other question has to do with are you willing to script in the ability to cut out or significantly lower players' volume while inside a vehicle unless they are using the VIC system? It would greatly help vehicle crews and aircraft crews by not having mission critical information flooded out by cargo members just ranting in the background.


  12. I am probably mistaken, but I believe there were some of the large rectangular looking radar sites back in the original Invasion 1944 mod back in OFP days. I haven't had my OFP discs in ages, and therefore can't verify, but I think you can still find the mod hosted somewhere by googling it.

    I have searched this for you, but no guarantees it's going to be in there, and by no means do I recommend just opening files up without asking permission first: http://operationflashpoint.filefront.com/file/Invasion_1944;76285

    If it's not in there, then I apologize ahead of time for the wild goose chase.

    Since this is related to Normandy, and 1944, I did find some info that might aid someone interested in making one for the I44 team. The radar, or at least one type, was called the Mammut radar. Read this wiki page for more info http://en.wikipedia.org/wiki/Mammut_radar


  13. I was in driver in one of the HMG motorboats and the overlay kept popping up and disappearing as my ASL was changing with the waves. I don't know if anyone has mentioned this to you, nor do I think it's a game breaker, but it might not be too hard to run a query to see if the person is in a vehicle or not. Some people may wish for the overlay to pop up such as this, so maybe disable IF isDriver or something?

    Great mod though.


  14. Good to know that this mod i still under development by that many good people.

    I have one question tough: in our community (Arma Coop Corps) we used Combat Medical System for A2 in few missions. It is a very complex mod and thus it need good medical support, medevacs or medical tents, it needs to be taken into consideration of mission maker. But we cannot get that in all missions, sometimes we play as partisans or civilians and cannot carry 30kg of medical gear for everyone. Will there be an option to have more "simplified" medical system to use in mission making? Like in ACE 2 for A2, only few medical items, not problem to use them in all missions. I like complex mods but CMS is master at complexity :).

    Waiting for answer, keep up good work!

    PS. Oh and will there be weapon resting?

    It is true that CMS for A2 is "master at complexity." That being said, almost everyone on the CSE team was fed up with this incorrect, misrepresentation that we as medics go through in real life. We were envisioning a system where there were consequences to "lone-wolfing" it or going Rambo by yourself into a cloud of lead bullets with no regards to the overall team effort.

    A2CMS has a line that can be placed into the player's INIT line in the unit's editor so that the specific player can serve as any level of medical care practitioner. This way, you can do advanced medical procedures without having to wait for a physician.

    As far as the style of gameplay of partisans or civilians goes, I can only imagine that just as in real life, you are at the mercy of getting your team mates back to a medical facility as fast as you can. For example, say you are a rebel fighter in some country's civil war, you and your small group of resistance fighters get caught out in the open, one of them takes a round or two in the torso. Even if you had received training as an advanced care giver, you still can't do every medical procedure out in the field. You would eventually need to get your friend back to some type of medical facility, vet hospital, or something to where you can get medical stuff that isn't readily available out in the field.

    Long story short, we will take your question and talk about it and review what our other available options can/should be in CSE, but the focus is on a reality based system that may not play out to everyone's specific wishes. We are also still working on our medical manual and hopefully some voiced-tutorials to help break down different scenarios so that untrained medical players will be able to function without too much difficulty. Cheers.


  15. Ummmm....

    fixed: Bug #73574: Atropine should decrease HR not increase

    http://acls-algorithms.com/bradycardia

    There are 3 medications that are used in the Bradycardia ACLS Algorithm. They are atropine, dopamine (infusion), and epinephrine (infusion).

    I'm a little rusty on my ACLS... thankfully haven't had to ever use it... but that kinda looks wrong to me.

    I agree, been a paramedic for 12 years now, and don't think I've seen atropine used to "decrease" HR.

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