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x39

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Everything posted by x39

  1. XMedSys ALPHA 0.5.0 - Public Release Just found a release on my HDD thought you all may could be interested :F hf Required Testing scope Also there are the first videos up on youtube which describe how to install the mod + use. (currently all are german ... but thats something you all can change ^^) here is the best of all till now (!GERMAN!): http://www.youtube.com/watch?v=Xy2w_cbAxio DOWNLOAD http://www.mediafire.com/download/xbi06a8qyaqvkrt/XMedSys_Alpha_0.5.0.zip ChangeLog: * MedicalLimitation v1 has been added (see devReadMe 6.A) * Initilizing mod variables works now in a better way (first checks if variable is already set) * XMedSys Overlay v1 has been added * ^ext: added new variable to config file (transparency - Manipulates overlay transparency (does not includes the total screen overlay! Only the icons)) * ^ext: added new variable to config file (refreshRate - Overlay refreshRate in seconds (can increase performance if set to higher values)) * ^ext: added new class to config file (bleeding - Options for the blood status pic. Usualy you can leave this like it is shipped) * ^ext: added new variable to config file (enableCamShake - if enabled, your cam will shake when you have taken a hit) * Added optional shaking when hit (thx to Tinter for adding an implementation) * Changed some internal stuff (ordering files etc., cleaning up some code) * Changed classParent of x39_medikit to itemCore
  2. Could you specify the first 3 a little bit more and add steps to reproduce? Because its kinda hard for me to get retest and fix such things if those are missing ( then i consume more time in trying to reproduce then in coding)
  3. Just a short update for you I worked today on the implementation for the XMedSys Class limitation it is nearly finished and im able to push tomorrow a dev version hopefully for some testing (no official release!) Please join the steam group (see: http://steamcommunity.com/groups/XMedSys) (or check the forum page tomorrow again) for the inDev version (no public release before much testing this time)! It also could be good if you check out the devReadMe (see: https://dl.dropboxusercontent.com/u/62623528/devReadMe.txt) thx for testing and reading X39 ------EDIT------ pushed the !InDev! http://steamcommunity.com/groups/XMedSys#announcements/detail/1459460780666853143 check the steam group for download link and instructions please
  4. youre free to play around with the code but i please you to refer eveverything correctly (youre also free to join the team for XMedSys and help developing it or just help without developing ^^) i also can provide you direct access to the source if you got problems dePBOing the pbo (just as told please give credits for everything and keep the header informations up to date :F)
  5. as told http://feedback.arma3.com/view.php?id=15962 its an ArmA issue (so not my problem at all because all i could do would require to disable userinput for a few seconds after and im not even sure if that would fix it) The Morphine implementation is just a dummy one so it will change in a future update and yes for the tourniquet i already thought about such an implementation (but same here: had no time yet to implement) for the next update i plan to add the limitation thing + a better documentation of the mod for developers (so that they can use the tools i give them)
  6. i can do but it will run at a very low priority (meaning i will add it when i just got an hour for scripting or something like that :F so it may be included tomorrow ^^ you can add me in steam if you want to get updated as soon as im done (then i can send you a devRelease so that you can check it alrdy))
  7. to 1: its reported on feedback tracker as its a ArmA 3 bug http://feedback.arma3.com/view.php?id=15962 normally you can move after ~ 10 s without doing anything (including moving mouse) to 2: there was a reason why i did it like that but i cant remember : / it may change soon ^^ to 3: i will check that in a few seconds (strange because i havent changed anything on the items config Oo) ---edit--- checked and cant reproduce 3 so maybe you executed other steps too?
  8. New mod version with some important feature implementations http://www.mediafire.com/download/wr8c4zpf9uo6rdv/Mirror.zip http://www.mediafire.com/download/7tks47ms1vq7x65/XMedSys_Alpha_0.4.0.zip Updated the mod to 0.4.0 Changelog: * Removed the disableUserInput dummy implementation for KnockedOut/Dead units and added the first version of the BlackScreen * Module is now also usable for singleplayer (removed both limitations from previous versions) * added exception for isMoveProneMove function if given string is not in correct length * added first version of DevReadMe *Note to the BlackScreen: The black screen has a Respawn button on the right side The button will be enabled automaticly after a delay (see devReadMe for the variable to change please. It is planned to add that option to the Module )
  9. i will come back to this offer ^^ you also can change the keys inside of the userconfig file class Key1 { Name = "Self interaction Menu"; //Name of the key (currently no use) Description = "The menu for self diagnostic etc."; //Description of the key (currently no use) key = 211; //Key code of the key you want to use press_ctrl = false; //if ctrl should be pressed with the key press_alt = false; //if alt should be pressed with the key press_shift = false; //if shift should be pressed with the key useActionKey = false; //if true the upper part will be ignored and the ArmA 3 internal actionKey will be used actionKey = "User1"; //ActionKey to use (you can find the default value at 'Custom controls') };
  10. you already answered your question by yourself ^^ As already mentioned on the first post, i want to make the move from ace to this as smooth as possible sadly this is then also one of the things i need to do i also got a PN with the same question where i also mentioned that it will come! But it will come later ^^ (XMedSys 2 or something like that) yeah youre right (havent known that this command was existing) it will be included in next update (thx for that)
  11. this is supposed to be an ADDON no script meaning the mod itself adds its own items and so on it is planned to remove the disableUserInput (but there is just no time to do ^^ especially because this mod is just two weeks old (my little child of cyberness)) ---------- Post added at 01:18 ---------- Previous post was at 01:16 ---------- that wasnt supposed for you ^^ you need to execute the ArmA3Server.exe inside of your arma 3 directory to get the mod working correctly (its because the module checks if youre the server or not and in everycase where you host the mission you ARE the server)
  12. sadly thats a known issue : / it will only occur if you die (im already working on it but i still have no idea why its not working like it should : /)
  13. to 1: its on the list for planned features but my implementation will not be that easy to archive (also its no rly required feature so its running on a very low priority) to 2: just add the Module to the mission (but please wait with adding the module untill tomorrow or give me a few hours because the current module will change in next update which i will push in a few hours) to 3: currently ... no you cant. The current implementation is just a sort of dummy implementation (a placeholder for later) because i just got no time to implement something like that (working on this mod since 2 weeks now with ~ 20h work in total) Also why do you assume ACE is not coming to Arma 3? we dont do to 1 & 2: i thought about that but implementing something that is able to differ between large wounds and small wounds would be a way too much for the first version. Thats why there is only a bandage and (a not working) tourniquet to 3: the current implementation of morphine is not final! Please remember the text at the beginning its an alpha! Everything could change and of course morphine usage will to 4: its implemented in nearly the same way so im not sure whats the point here : / to 5: the medkit is currently able to make a final heal but this is content to change in a future version to 6: also planned for a future version :F for everything which is planned in a future version means that it will come in XMedSys 2 (current XMedSys official release is planned somewhere at 2014 Q1) Is there a way to leave a chat channel open when you are knocked out so that players can type in #vote mission etc? Can you even exit the game? Please see the first quote point (3) see quote 1 point 1 just to say the XMedSys is not directly developed by sancron instead its developed by me (i just dont wanted to post it on bistudio forums because i wasnt sure if the mod is ready for this and well ... he did ^^) meaning: its currently a one man project running at http://vbundeswehr.de/ which is owned by sancron (he is creating models which will come in a future version, also he created the logo of it (from 0.4.0 alpha))
  14. Are only Medics able to revive? Currently all are able to revive (organize yourself ^^ i dont think that there will come a limitation on this that soon) do i have to add init="this call X39_MedSys_fnc_InitilizeUnit"; to every unit? Yes and no! It depends on what you want to do ^^ if you want to create a MP mission and add the MedSys to AI then you need to add that line to all AI units (also it could be helpfull to use if(isserver) but the server should execute first so ... yeah just to make it call safe) and add the Module to the mission (workaround if you dont want the module: add a gamelogic object and put this into the init line: "[] call X39_MedSys_fnc_initMod") for a SP mission you need to add the call to every unit PLUS the player (see limitations of this mod and you should know why) When you are considered as completely dead? First of all: The mod will not let you die totally (meaning even if you got hit by 2000000000000 MT bomb you would be still alive for the game)! Everytime youre above a specific value you will be knocked out/die. When you die a counter will appear and AFTER that counter reaches 0 youre really dead (meaning that using "alive unit" would return false) hope i was able to help (i will add this to a file callen FAQ inside of the zip in next release) ------EDIT------- I will push a update on this mod today (containing a new icon, a few smaller bug fixes and the correct module name (currently its not the right one meaning that this update will remove the old module and to prevent broken missions in large scale this is required))
  15. thx but we are also able to do the german translation :F *GERMAN COMMENT ON* komme nämlich aus NRW :F *GERMAN COMMENT OFF* also i have no idea currently how to use stringtables for translation : /
  16. thx for posting it ^^ (1) i need to check this : / its on the list thx for reporting (2) assume this as fixed in next version :P sorry for asking the question another time are you running this in MP (!meaning dedicated server! (even your local arma3server.exe would be enough))? because if you dont do you need to initilize the player by yourself player call X39_MedSys_fnc_InitilizeUnit; _res = [] spawn X39_MedSys_fnc_AddEH_KeyDown;
  17. thanks for doing that it would be perfect if you could give as detailed ways to reproduce all bugs as possible (perfect would be with screenshots) because that would make it easier for me to fix those bugs
  18. the system itself was designed like so meaning it should work also for AI (just the AI will never revive you but in theory you should be able to revive the AI) but currently im not developing for the AI as target (but i was testing it on the AI untill now) are you using singlePlayer? the example mission is for MultiPlayer implementation purpose (see the limitations in readme or this thread ^^ you need to init the player for SP in another way sadly : / hopefully i will find a solution for this soon) to 1: if you could make a screenshot or give me the entire "Check unit" report then i can help you what youve done wrong :F (because it should work as i tested it yesterday before the public release) because maybe the unit was dead (so that you need the backpack added by this mod instead of a epipen) or the unit was still bleeding ^^ to 2: if you could give me more info on this (because on my side there are no undefined variable messages) for example: a screenshot of the message to 3: yeah that is known : / hoped that the last thing i changed would fix it but ... yeah seems like its still not fixed at all. I need to check through all files to check that to thx for sharing: Nothing to thx ^^ it is needed to do things like that to make the community around ArmA 3 bigger at the end to say is that this is also on reddit thx for giving feedback X39
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