tinter
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Medals
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Medals
Posts posted by tinter
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A great thing you could do is to not use compileFinal, that way you can mod the mod, from the mission. Replace functions so if you want a simple heal everything bandage, you could just replace the bandage function.
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I configured some variables to look like this
X39_MedSys_var_Head_DamageMultiplicator = 100; //default 1 X39_MedSys_var_Head_HeadShotFakeKilling = false; //default true X39_MedSys_var_Head_HeadShotDeathLimit = 1; //default -1
Yet when I walk up to shot an unarmed civilian(Oops) in the head at point blank range with the MXC, they're still standing. Are there any other parameters I should change?
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Compared to the screenshot above, it's definitely smaller ingame than in real life.
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Have you tried looking through the ironsights? It's more like a scope than ironsights. FOV shouldn't not change.
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I've added some debug code of my own to see when the knock out check occurs. I shot them twice, it runs twice and get knocked out on the second shot as intended, runs once when they go down, and then never again. Testing it a bit more it seems to not run if they're fake killed.
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I can't find the place that disallows knockout checks for passed out people. This is breaking TvT badly. Passed out people can't be killed.
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Well it's not too far of reality that the navy would love to keep the a-10 around, even if it's not much use now. With some revising they could probably fit into a role they need, and it's not like it matters anyway. Arma 3 is not "futurey" enough for it needing to be much different than a modern day jet.
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Just found out that you cannot treat people with first aid, and possibly medikits, even when the module is inactive.
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You can simply put them in a script like so
X39_MedSys_var_Healing_BandageHealValue = 1
and execute.
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It's when a unit is given epinephrine, is the unit is not knocked out, they won't be revived because they're already awake thus, no reaction.
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Are there any pointers you can tell me at all? I know I had it working once and our group would really like it if it could work again.
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It seemed to work in the earlier version though. Did something change in this regard? And if not, where should I be looking to input the code then?
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I'm having a hard time reimplementing the real death again. Manually using the function to check an units damage, manually checking the condition and manually trying to use the kill function, works fine.
But when I do a knockout check, even though it should kill the unit. It doesn't. Do knockout checks not run on downed units? It seems the only possible reason for it to not work. If I cause enough damage before they go down, they'll die, but not if they're already knocked out.
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Since it's a function, it'll halt the script when called until it's finished.
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Also might I suggest you change "STR_X39_MedSys_var__msg_hurtReceived_msg2" from
<English>Target is extremly hurt</English>
to
<English>Target is notably hurt</English>
To say the target is extremely hurt seems an exaggeration in most cases.
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Here they are. It's the individual files with a small text in the header stating what I've changed, and what line you can find it at. I added some variable treatment time, perhaps this could be worked into your plan with the limitations system to allow for nonmedics to treat, but slower.
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Are there any plans to fix the launchers?
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I'll get some proper documentation in the header about stuff I've done and get it to you probably tomorrow.
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Hey X. I made some modifications for our own group, it has variable treatment time and allows you to interrupt treatment too. Would this be something you'd be interested to have in the mod?
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Not to mention, not everyone wants 50 different distributions of their mod.
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The very welcome side-effect, you mean? I'm just hanging out for TFAR to release some API controls in a new version so we can gag unconscious players from using direct speech, too. There's not much more ridiculous that hearing "Alpha, this is Bravo lead! I'm unconscious! I got hit by enemy infantry behind that shack to the north! Come and pick me up! I've got 410 seconds before I die!"Yes of course very welcome. You can sadly still use direct speech, but atleast not the radio.
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It has the added side effect of making you unable to talk over radio when using TFAR.
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to 1Nope
Its just the time before respawn button is available
X39_MedSys_Display_TimeBeforeRespawnAvailable_NormalKnockout
will be applied everytime you can be brought back with epi (no timer is displayed at bottom right edge)
X39_MedSys_Display_TimeBeforeRespawnAvailable_Death
will be applied everytime your DEAD (requires defi to be brought back + timer is displayed in bottom right edge)
X39_MedSys_Generic_DamageBeforeKnockOut, X39_MedSys_Generic_DamageBeforePermaKnockOut, X39_MedSys_Generic_DamageBeforeDead
Theese are the three variables which are defining when you will be knocked out temp/perma or dead
to check your current damage use the function X39_MedSys_fnc_getUnitDamage
its pretty simple if you know how
I know how it works and I've configured it a lot, but you still always need a medikit to get someone up.
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One thing I'm not too particular on in this mod, is how getting knocked out is based on damage and you always need a medkit to get someone up.
XMedSys - Improved Medical System for A3
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Has anyone had problems with executing people in mp? All my sp tests I've had no problems killing downed units, but I was playing mp yesterday and shot a magazine into a person and he didn't die.