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x39

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Everything posted by x39

  1. it is working in first post (just wasnt working in my post due to the great C&P provided by the vbulletin board during WYSIWYG editing ... but thats fixed too now)
  2. see XLib Module page Altis variant is now available behind this link
  3. Just released Version 1.1 with some smaller changes also added it to GitHub (will be reorganized soon to support multiple islands with just one codebase, thus forking might not make much sense yet) Changelog Version 1.1 Fixed |- Some issue where the intel was not added correctly (always was added around spot [0,0,0]) due to objNull in ammoCache module \- (maybe) Quads were not invulnerable Added \- Save Inventory & auto-load inventory after death Removed Changed \- Added version message (systemChat currently) with current XInsurgency version meh ... should test even the smallest features ... hotfix 1 Changelog: Version 1.1 - hotfix 1 Fixed \- Fixed syntax issue caused by missing '}' in init.sqf Added Removed Changed
  4. the tool itself is written in c# thus for this project i would recommend c# (which is in general a better language to start with then c++ due to the fact that c# leaves out a lot of the pointer arithmetic and is "truely" object oriented unlike c++)
  5. i appreciate every help i can get :P just try to get into the code and finish a few of those dozend open tasks its "just string handling" so nothing rly hard (tbh ... string handling can be one of the most hardest shit in the universe) feel free to add me in steam or skype if you got questions in regards of the code greets X39
  6. just the revive thing as i totally forgot the group system i will add in in next version to the default set (might also start some transitions to other islands)
  7. never saw any of those trucks But due to the fact that currently no vehicles are inside anyway they just respawn in the grid
  8. It means that if you havent cleared out the entire grid in 2:50 minutes The enemy unit will respawn (counter is individual per unit)
  9. x39

    Dungeon Generator

    great job but i currently dont see where the usefulnes for ArmA is in this
  10. *sight* so i have to develop my very own application for it ... ok
  11. any chance for this to find it on github anytime soon so that it can be ported over to android for example?
  12. ohhh yeah youre right i should stop modding too as i even have a larger motivation hole - no money won - low playerbase with nearly no feedback anymore - no donations - playing no arma anymore - have about 20 projects which also would need my time - working solo on damn large projects (XMS2 for example) the reason the AGM modding team provided was pretty much shit (there are always deeper reasons) so either this is a way too early april fools joke (same goes for CSE) or they just dont think they have a responsibility with AGM blaming BIS for a decision of AGM team is easy but simply wrong if BIS was the reason for a stop you had a money oriented team here regardless of the start (and that corrupts the modding community anyway ... so its better to have those modifications being gone before larger harm will happen)
  13. Just wanted to note out: XMS2 is not closing or discontinued ((currently in quick suspended status because i need to waste my time at my OOS project, more details + documentation about this when its done :F)) greets X39 quick side note: XMS2 is not in a state where you should use it for community events or something like that it was not yet tested in larger events nor i think its ready for any kind of event (thats also not the goal of the current released version) please be aware of that feel free to support XMS2 by helping the project As ACE3 is now more or less official released, i see no way how i could get any users to use my modification (too large team on ACE3, no people rly interested in XMS2) thus, the mod will be closed (as it looked like there was nobody interested anyway ...)
  14. WIKI XMS2 is a project of X Studios old (rough) Roadmap (trashed as it was a really good concept but due the lack of interest in the project not realisable) http://x39.unitedtacticalforces.de/XMS2/Roadmap.png Description "X39s Medical System 2" (XMS2) is the sequel to the successful MedicalMod: "X39s Medical System 1" (XMedSys). Its main focus is a more plausible medical system which is even more diverse than its predecessor! Just like XMedSys, XMS2 will be highly configurable and modable using various script events, however, new to XMS2, you can configure it using simple to use functions to add new items or modifications you think would fit XMS2! Planned features ((#) done; (#) confirmed; (#) planned; (#) confirmed for a far future "addon") Extension System (#Link1 #Link2) QuickActions (Perform multiple tasks with just a single interaction) Heart simulation Pulse will vary dependent on adrenaline/fatigue and speed FlatLine Various disadvantages to having a high pulse Pulse affects other parts of the mod (fe. High pulse + low blood pressure can knock you out) [*] Blood simulation The entire body has a “Blood Value†Different hitzones cause different amounts of bleeding Bleeding will stop with time(depending on the strength) Bleeding out will kill you Blood pressure can have different effects on your body [*] Temperature simulation Low body temperature will have an impact on your movement and sight Low body temperatures can (and will) kill you Shelter/Wind/Wetness affects your body temperature (wind will only take effect when you’re in an open area) [*] Adrenaline simulation Blurry vision (radial blur) to simulate the focus effect Firefights will raise adrenaline Natural and nonnatural limits Adrenaline has impact on pain (as its also some sort of pain killer) [*] Pain simulation Different disadvantages when player is in pain Different types of pain (when shot you will receive permanent bodily pain until healed) [*] Smooth transition between blackOut stages Only one function to bring you to a blacked out stage Transitions between different blackOut stages can only go from low to high (or to 0 which is wakeUp :F) Protected blackOut screen which will prevent other UIs from appearing [*] Hearing You can become deaf [*]Drugs/Items/Medical actions Adrenaline Morphine Naloxone Atropine Saline ASA (Aspirin) Nitroglycerin Diazepam (Valium) Penicillin Amoxillin NPA (nasopharyngeal airway) OPA (oropharyngeal airway) Pneumothorax needle decompression King-LT bandage heatPack mediPack morphine naloxone coldpack earplugs defibrillator [*] Highly customizable TriageCard [*] EasyToUse configuration using the server/client config EXTREMLY flexible mod configuration settings (you can disable nearly all features + you can adjust everything to your specific needs so that at the end you get YOUR medical system) [*] Internal organ damage Different types of pneumothorax woundings (Open, Tension, Bleeding) Arterial Bleeding (basically a different, more deadly type of bleeding which cannot be healed simply by bandages) Airway obstructions Curing people while in vehicles Drag/Carry people Putting units into vehicles/out of vehicles [*]BackBlast simulation [*]Radiation (using modules/functions you can define radial zones) <-- Please tell me what you think about this [*]Ingame mod configuring using XLib (more features can be added in the future (red color does not directly means that it wont come ^^ its also some sort of overview for the alpha testers so they know whats prepared for a new update)) Planned vehicles/buildings Stretcher Medical vehicles which are ignored by AI (Geneva Conventions) Medical Container building (used to patch a unit up to 100% (or better: resets all values to the defaults)) Media (chronological ordered) Screnshots Videos Further stuff Bug Tracker Wiki X Studios homepage Public XMS2 Skype group BIG thanks to the those below who contributed to the mod! audiocustoms for the epic sounds which will power XMS2 (not all of which are implemented yet due to the limitations of arma…this will be solved at some point) 3CBWhiplash and rob_demir for tons of medical related, selfwritten documents Astrell for being part of the mod team as tester + being general project support :F Phyma for being part of the mod team as scripter Merfy for helping writing this text ALL ALPHA TESTERS which tested activly and gave propper feedback about the UI etc. (if youre not listed in here but contributed PN me) Download BETA 2.0 BETA 1.3 BETA 1.2 BETA 1.1 BETA 1.0 ALPHA 5.0 ALPHA 4.5 ALPHA 4.4 ALPHA 4.3 ALPHA 4.2 ALPHA 4.1 ALPHA 4.0_2 ALPHA 4.0 ALPHA 3.4 ALPHA 3.2 ALPHA 3.1 ALPHA 3.3 ALPHA 3.0 ALPHA 2.5 ALPHA 2.4 ALPHA 2.3 ALPHA 2.2 ALPHA 2.1 ALPHA 2.0 ALPHA 1.0 Changelog (because the changelog already destroyed the char limit per post (50k) it is not the entire changelog anymore ... check the latest version for full changelog BETA 2.0 Fixed |v- variable X39_MS2_var_Blackout_allowTurningTempBlackoutToPermaByChance had no impact on blackouts |\- variable X39_MS2_var_Blackout_turnTempToPermaBlackoutChanceP |- [DEBUG MODE ONLY]((not rly a fix actually ...)) while using XMS with AI on own computer, AI overlays got calculated too \- X39_MS2_var_Events_EnableSetEvents was not affecting all change events Added |- variable X39_MS2_var_Blackout_turnTempToPermaWakeUpAtAdrenalineP - default: 0.2 |- variable X39_MS2_var_Temperature_startRainAffectionAt - default: 0.5 |- variable X39_MS2_var_Temperature_maxReductionByOcean - default: 2.0 |v- Wetness tracking (part of temperature simulation) ||- function X39_MS2_fnc_getWetness ||- function X39_MS2_fnc_setWetness ||- function X39_MS2_fnc_addWetness ||- player variable "X39_MS2_var_Temperature_wetness" ||- wetness overlay texture can now be displayed ||- variable X39_MS2_var_Temperature_wetnessModificator - default: 1.0 ||- variable X39_MS2_var_Temperature_wetnessValueReductionPerTick - default: 0.01 ||- variable X39_MS2_var_Temperature_wetnessMaxReductionWithoutFire - default: 0.25 ||- variable X39_MS2_var_Temperature_wetnessImpactOnTemperatureChangeModificator_Negative - default: 2 ||- variable X39_MS2_var_Temperature_wetnessImpactOnTemperatureChangeModificator_Positive - default: 0.5 ||- variable X39_MS2_var_Temperature_wetnessReductionIncreaseByFireModificator - default: 10 ||- variable X39_MS2_var_Temperature_wetnessIncreaseModificator - default: 0.2 |\- variable X39_MS2_var_Temperature_oceanSetsWetnessToFull - default: true |- variable X39_MS2_var_Temperature_fireplaceClasses - default: ["FirePlace_burning_F", "Land_Fire_burning"] |- variable X39_MS2_var_Temperature_windStrengthImpactModificator - default: 0.125 |- variable X39_MS2_var_special_DisableTimeIntensiveCallsTick - default: false |- variable X39_MS2_var_Temperature_aslHeightReductionStart - default: 1000 |- variable X39_MS2_var_Temperature_aslMaxReductionHit - default: 3000 |- variable X39_MS2_var_Temperature_aslImpactPerTick - default: 0.5 |- variable X39_MS2_var_Temperature_environmentTemperatureP - default: 1 |- variable X39_MS2_var_Temperature_reductionByEnvironmentOnHighBodyTemperaturePerTick - default: 0.001 |- variable X39_MS2_var_Temperature_speedIncreasePerTick - default: 0.04 |- variable X39_MS2_var_Temperature_allowUnitSpeedToAffectTemperatureIncrease - default: true |- variable X39_MS2_var_Temperature_fireplaceIncreasePerTick - default: 1 |- variable X39_MS2_var_Temperature_reductionByBeingPronePerTick - default: 0.25 |- variable X39_MS2_var_Temperature_environmentChangePerTick_day - default: 0.01 |- variable X39_MS2_var_Temperature_environmentChangePerTick_night - default: -0.025 |- variable X39_MS2_var_Temperature_maxTempChangeByEnvironmentP_day - default: 1 |- variable X39_MS2_var_Temperature_maxTempChangeByEnvironmentP_night - default: 0.25 |- event "FlatLineChanged" \v- Implemented CPR |- added function X39_MS2_fnc_getCprPresent |- added function X39_MS2_fnc_setCprPresent |- added function X39_MS2_fnc_addCprCount |- added function X39_MS2_fnc_getCprCount |- added function X39_MS2_fnc_setCprCount |- added unit variable X39_MS2_var_Heart_cprPresent - default: false |- added unit variable X39_MS2_var_Heart_cprCount - default: 0 |- added variable X39_MS2_var_InteractionMenu_Defibrillate_CprNeeded - default: true |- added variable X39_MS2_var_InteractionMenu_Defibrillate_ChanceWithoutCprP - default: 25 \- STARTCPR medical action Removed |- "DoNotTriggerEvent" parameter from X39_MS2_fnc_setHearing \- "DoNotTriggerEvent" parameter from X39_MS2_fnc_setRespiratory Changed |- Seperated CfgFunctions from the config.cpp file into functions.cpp |- added more alpha to bleeding and water overlay textures |- renamed variable X39_MS2_var_Temperature_maxReductionWhileRaining to X39_MS2_var_Temperature_maxReductionByRaining \- renamed variable X39_MS2_var_Heart_enableHeartSimulation to X39_MS2_var_Feature_enableHeartSimulation BETA 1.3 Fixed |- ScriptIssue when using defib or blackOutUnit with specific params |- X39_MS2_fnc_unInitUnit function (threw script issues & did not worked correctly) |- applyDrug was not working propper in some cases |- DrugRequest was created when other unit is non-local & unconscious Added |- ResearchHq medical building <- used to heal a unit to 100% to finally make ingame use of the modification possible Removed Changed |- variable X39_MS2_var_Bleeding_ChanceForAterialDamageP from 0.2 to 0.05 (equals a 5% chance for aterial damage which only can be healed in a "hospital" (the medical HQ in XMS2s empty section)
  15. modding for a contest is simply wrong thats the point so there is no way you can blame BI for something its their decision and if it is bound to MANW nobody will ever know ... (but because of the point in time it highly looks like it) say bb to it and continue living
  16. Welcome to the world of "we want everything in one mod" and now come back my lil sheeps
  17. thats highly outdated go to ESC and use the mod properties menu the ui is handled by XLib so head over to that sub menu
  18. Good news everyone! The QuickAction interface is now implemented into XMS2 Also, most of those fancy stuff that made XMS2 useful is not moved out of XMS2 (instead it is now an XMS2 extension, see more about it here; https://github.com/X39/XMS2/tree/master/userconfig/X39 ) this means that we nearly archived everything we need for the BETA 2.1 milestone also thinking about moving pretty much everything out of XMS2 which implements usable features into xms2 extensions leaving XMS2 as PURE medical API ... but need to think about that ^^ feel free to say what you think about it (and yes, "pure medical api" means that it is also available as onlyScript version (but for all that it needs a lot of changes in XMS2 core files + extract everything that does not belongs to API functionallity out of XMS2 which is quite A LOT) also, a little advertisement now: XMS2 Needs YOU! XMS2 still has a ton of little tasks everybody could help on sadly ... pretty its more or less nobody helping there ... so developement takes ages and i cant concentrate on all those "fancy" ideas which would make XMS2 the perfect mod for everybody (self marketing YAY <3) So go and check GitHubs Issue List and try to help so that we can archieve one of the most epic things ever thx X39
  19. x39

    XLib - by X39

    it is planned to make it more or less like in Battlefield (push a button, menu opens and selection changes depending on how you move your mouse (no direct selection) while you still can walk etc. (meaning it wont be a real dialog anymore and instead more or less just a HUD element that only shows up when you press a button and disappears as soon as you release that button)) the sections appearing depends on what stuff needs to be displayed the work on it will start after next XMS2 patch (and XLib patch ... ironicly ^^)
  20. x39

    XLib - by X39

    thinking about redesigning the ActionUi pls tell me what you think about it
  21. Just wanted to inform you about something new in XMS2 (All for configurability) XMS2 now supports Extensions (see examples in github) greets X39
  22. yeah ... they are kinda missplaced and might get renamed in a future update
  23. configuring XMS2 works by pasting variables into the server config file ("\userconfig\X39\XMS2_ServerConfig.hpp") and it is NOT recommended to rely on XMS2 as medic system currently as many things are still not tested enough and thus WILL cause errors (still, youre free to use it) but back to configuring XMS2 open the file \userconfig\X39\XMS2_ServerConfig.hpp and add the variable name + value inside of the class Variables class Variables { X39_MS2_var_Feature_enableHeartSimulation = true; }; you can read "more" about it here: http://wiki.unitedtacticalforces.de/index.php/XMS2#ServerConfig besides the temperature system, no that is not supposed to happen could you raise a bug at http://github.com/X39/XMS2/issues with a way to reproduce it? it will be fixed then :F to disable the temperature simulation, simply set the X39_MS2_var_Feature_EnableTemperature variable to false inside of your server config (same goes for all other stuff you want to have disabled, check the wiki for a list of available variables/functions/...)
  24. just FYI there is a bug in latest release caused by an invalid variable name to solve it, simply add this to your serverConfig: X39_MS2_var_Feature_enableHeartSimulation = true; no "hotfix" will be rolled out
  25. QuickQuestion who would be interested in XMS2 being usable just like XMedSys? (from the UI and more or less feature range (it would not be the same just to note, but it would be controled like XMS1))
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