st0newall
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Combat Medical System v0.1 Alpha Released
st0newall replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Are splints not working yet? I'm assuming they aren't considering the broken bones option is never clickable, and when I jumped off the roof of a building for our units PJs too do their work nothing happened, broken bone fixing wise, unless they noticed something I didnt. EDIT Our units PJs also wanted me too ask why the could push plasma on me, but not blood. -
Player looking for squad (not for squads to post looking for players!)
st0newall replied to Placebo's topic in ARMA 2 & OA - SQUADS AND FANPAGES
Name: Stonewall Time Zone/Location: UST -5:00, EST Age: 17 Bio: I have played ArmAII for about 1 ½ – 2 years now, mostly playing on the Tactical Gamer and Military Gaming servers. I am willing to listen too and follow orders, and I am able to be serious when it is time to be serious, but I also am able to take a joke and mess around as well. I'm ready and willing to listen and learn, because I understand that I do NOT know everything there is too know. While playing on the TG and MilGo servers, I mostly would play as a medic, using ACE, so I do know the ins and outs of that system. With the recent release of CMS(Combat Medical System) I have begun practicing with that system, and I'm not as good as I want too be yet, but I'm willing to learn how too be better if a unit that uses CMS is willing too teach me. I can attend most EST and CST evening times during weekdays, provided it does not start at 9 or later due too high school starting early in the mornings. Sundays the same thing applies(until summer), and next year will be more flexible as it is my senior year. I'd like to be in a unit that is also considering moving up to ArmAIII eventually, once mods and everything are updated, but I'm not making that my primary factor. ACE and ACRE are both a must, and I'd prefer to be in a unit that does MilSim COOP instead of PvP. Position in the Unit: Preferably Combat Medic or MEDVAC In-Flight Medic Unit Mods: ACE & ACRE must be used, and CMS if possible, but I will join without CMS If you're interested, send me a PM on these forums please. -
Combat Medical System v0.1 Alpha Released
st0newall replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeah, I didn't even try to change anything when I "ported" my over, which was more of a copy paste style port. Dragging has to be possible though, considering the DAPMAN script has dragging added in. I've always debated trying to get into scripting/addon making, but never found a project that I'd really want too help with, or they project felt like it was beyond the realms of possibility. But hey, least it does look like it'll be portable when finished. I'm just glad it works and that we all get to have fun with it :) It's a great project, and before I started posting I stalked the forums alot and bookmarked the topic in the discussion section. Glad to see it released now -
Combat Medical System v0.1 Alpha Released
st0newall replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Been loving the mod so far, it's making being a medic much more fun, even if I'm losing patients more often from lack of skill on my part. I don't know enough about the subject to offer anything else up addition wise, but I know I'm eagerly awaiting updates to the ArmAII version. I've already had some fun playing in SP, but no other unit other than 16AA uses it(to my knowledge) and I'm too young to apply to the 16AA. Anyways, I haven't noticed anything majorly wrong with it, other than that It's much harder for me too save injured now, especially alone in SP. For now, I'll just wait patiently for the coming updates. I also, out of boredom and curiosity, decided to see if this would work with ArmaIII Alpha. And, to my surprise, it did. I was able to load and launch the module, even if it was full of errors. The text menu is buggy and such, and you cannot place the ammo crate or drag injured players, certain features don't work(like heavily damaged legs forcing prone) but it loaded and launched in a semi-effective way. I know CMS is still in alpha, and that ArmaIII is also still in alpha and subject to major changes, but with the fact that parts already ported over to ArmaIII, does that mean that CMS will eventually be ported over? I'm not an addon maker, and I'm horrible at scripting and such, so I have no idea how much work goes into this, and I'm assuming its a lot, but I'm just wondering if a full port will even be though of or if the plan is too stop at ArmaII. Just questions from an Arma young one whose slightly overexcited by the release of this mod, mostly because I hope to work in this field in 2 years.