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x39

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Everything posted by x39

  1. Those things are items ^^ not weapons But that should not happen ( not even work )
  2. X39_MedSys_Display_Overlay_EnableLegView = false; never said they are assigned to an object Oo
  3. somehow i missed this post (so first: sry for that) currently it is not possible to disable those images via the config (as its planned to let the mission designer decide if it is used or not) do disable it you need to set the following global variables to false: X39_MedSys_Display_Overlay_EnableTourniquetView X39_MedSys_Display_Overlay_EnableLegView X39_MedSys_Display_Overlay_EnableBoodView X39_MedSys_Display_Overlay_EnableHealthView
  4. then im maybe using the wrong continue animation : / will be corrected in next version!
  5. can you explain the it sometimes makes the player repeatedly vault after being healed part more?
  6. thats not actually a bug at all ^^ the bleeding ammount is calculated with EACH hit a unit takes which is over value X as youre able to change the behaviour of the mod by yourself this is no bug ^^ (just some sort of wrong configuration check out the devReadMe variables section :F you can change many things)
  7. XMedSys ALPHA 0.5.3 http://www.mediafire.com/download/57775bnwlcg8d96/XMedSys_Alpha_0.5.3.zip 0.5.3 ALPHA * Tourniquet now has a usage * Fixed wrong message output (fixed this directly after i saw this before 0.5.2 release ... but somehow something moved wrong when saving everything together -.-* sry for this) * Fixed MedicMenu is not openable after respawn * Changed function name from "X39_MedSys_fnc_initilizeUnit" to "X39_MedSys_fnc_initializeUnit" * Changed function name from "X39_MedSys_fnc_initilizePlayer" to "X39_MedSys_fnc_initializePlayer" * X39_MedSys_Scripting.pbo stringtable.xml | removed STR_X39_MedSys__Option_Tourniquet * X39_MedSys_Scripting.pbo stringtable.xml | added STR_X39_MedSys__Option_PutTourniquet * X39_MedSys_Scripting.pbo stringtable.xml | added STR_X39_MedSys__Option_RemoveTourniquet * MedSys Variable | added X39_MedSys_Bleeding_Tourniquet_DamagePerTick (float, default: '0.01') * MedSys Variable | added X39_MedSys_Display_Overlay_EnableTourniquetView (boolean, default: 'true') frontpage will be updated soon
  8. ok then it was a missunderstanding at all but well i was still at work ^^ (also today i made myself ready for a birthday and now im back so here is the answere) You need to initilize those AI units you want to initilize to do that just add this line to the init of them: this call X39_MedSys_fnc_InitilizeUnit for you (that you can check this next time by yourself): put the demo mission to your local ArmA folder (if youre using the default profile to "\MyDocuments\ArmA 3\missions\" otherwise to "\MyDocuments\ArmA 3 - Other profiles\PROFILENAME\missions\") tomorrow (7.12.2013 GMT+1) there will hopefully be a release of a new version (which is fixing some stuff which i broke in last fix + some new fixes :P)
  9. Im sorry but as im currently at work i cant give you an entire solution for problems. ALSO there is an example mission inside (packed and unpacked) you just need to check After that you should have a clue how to initilize nonplayer units ! Ohh and final note for you personal! If you want help be nice! I cant fucking spent 100% of my time coding and supporting you! So next time: leave the '!' Away from the text! As you see they just make a text looking like its angry spoken!
  10. The module is not init. AI The AI needs to be init. By yourself
  11. if i understand your question correct, no its not needed to be a module but as the system also needs to be compatible with servers where it is not installed i need to do a different init process for this i could write a small wrapper for this in the tomorrows release (but i cant promise anything at this because im not sure when im done with school and work tomorrow)
  12. it is possible if you wrap something around (addon) it also could be possible to enable this automaticly when adding the following to the userconfig (UNTESTED! NO PROOVEN FACT! So you need to check by yourself) class CfgFunctions { class X39_MedSys { class initModAuto { file = "\X39_MedSys_Scripting\MedicSystem\Functions\initMod.sqf"; scope = 0; preInit = 0; // 1 to call the function upon mission start, before objects are initialized. Passed arguments are ["preInit"] postInit = 1; // 1 to call the function upon mission start, after objects are initialized. Passed arguments are ["postInit"] recompile = 1; // 1 to recompile the function upon mission start ext = ".sqf"; // Set file type, can be ".sqf" or ".fsm" (meaning scripted FSM). Default is ".sqf". }; }; };
  13. tell me the class name of it Oo never noticed that somehow anyway as im currently the only modder working on this im not able to fix everything in the speed some of you may hope i can so when you find bugs report them please otherwhise i might never notice that they are even existing (limited time for scripting also means no time for testing : /)
  14. because i got no one who could make a propper texture for it i also would need to think about the concept of using that specific defi (would it be consumed, would it consume bateries and so on) if i find someone who can make propper textures (+ models for ArmAIII) i could start thinking about such things but even then its on a low prio list if you think you need more backPack space for the Defi backpack you also can create a small addon which just adds another BP to the game
  15. check the example mission which is inside of the given ZIP its not possible for me to add the backpack directly into the ammo box so you need to call a script command to add the Defibrillator backpack
  16. XMedSys 0.5.2 ALPHA Hey there Saint Nicholas was at my house and gave me this for you ^^ (yeah he visits me on the 04.12 every year) a bunch of bugFixes for XMedSys Changelog: 0.5.2 ALPHA * Fixed disappearing respawn screen (can still happen if damage is received in a perfect way : / but currently i got not the time to create a good fix for this (~8h work need to be spent on this which is not in timescale for ALPHA as i plan to leave alpha state soon)) * Fixed incompatibility with @Female mod * Splitted actions and messages * removed spelling error of (OLD) Dephibrilator (NEW) Defibrillator * Added StringTable * Fixed KnockOutOverlay screen sizes (before it was only playable on |1920x1280|16:9|Very small|) * Fixed MedSysGui screen sizes (before it was only perfect playable on |1920x1280|16:9|Very small|) * Fixed MedSysOverlay screen sizes (before it was only playable on |1920x1280|16:9|Very small|) * Changed position of MedSysGui (Temporary! When i got time i will change this again (currently "hard coded" with config which needs to change but ... no time for this so low priority)) * Units will now get ReInitilized correctly after respawn * Fixed userConfig file (no big changes! You still can run the old one but if youre doing you will get some RPT errors) Get it from here I also want to please you to check http://feedback.vbundeswehr.de/index.php?project=2 as this is the official bug tracker for this project (so please try to post bugs inside of there) + another thing check out the FAQ! I tried to explain when to use which items for the right revive process etc. AND (prevention for such questions in my mail account :F) how the versions are upped? The versions are some sort of "mile stones" meaning that each REAL feature will push the version one higher ^^ (ProductVersion, UpdateVersion, PatchVersion)
  17. balancing is part for Beta end The defi will may get transformed into an item at some point but currently i got no time for creating a specific item + everything else for this
  18. after back at home i remember the MLS(MedicalLimitationSystem - ModInternal) which makes it possible to do such things (just add only BluFor units to the MLS and everything will work fine ^^ to see how to do like so check out the devReadMe) gah damned was not my plan to do doublePost (not even knowed it was possible : / sry for that)
  19. No there is no way to do like so currently At some point i will implement an event sysrem which makes it possible to implement such things by yourself
  20. Thx for reporting Will be fixed in next version ^^
  21. thx for that i will check over it tomorrow and now a small general announcement! Today i read multiple times that youre bleeding too fast out or some other crap ... i please you to check out the devReadMe as you can find a variable which makes it possible to set the bleedOut speed exactly like you want! (in general ... consume the devReadMe as soon as you start making a mission for the mod as it will allow you to use the mod without a need to ask how to init the system) thx for reading X39
  22. thats because ive made a small mistake when moving the camshake into a seperate function (its not added to the game ... forgot that : /) also the _unitDamage = _unit call fnc is not needed for any execution (thats why i removed it)
  23. ehhh? nothing will change? i continue developing i wont repeat my current plans for the future here (as if you would be really interested in already have asked). Im not sure if you want that i stop now but at all i dont care ^^ so what now as ACE3 is in development? Nothing changed. Ive known that ace will come my friend :F but nothing will change because nothing has changed hope i could help regards X39
  24. thx for that i think i need to release a small hotfix for that today
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