Description: This project adds different types of reaction on getting hit as well as the ability to first aid and dragging the wounded. All this works for player and AI. Types of reaction: Knocking out weapon Knocking down helmet Cramps Crawls Loss of consciousness Also possible transitions from one state to another. Description of the mod's mechanics for the player: If you are wounded and you can crawl, or if your weapon has been knocked out, then you need to move a certain distance, or wait a certain time to go to the next state. Help can be provided only when the player is in a state of unconscious. This condition is the end for any injury. All setting you can find in CBA mod menu: Enable injuries for player Turn on smoke Knock off helmet from the head Knock the weapon out of hand Not compatible with ACE3 medical system. Not planning at all. 200% out of 100% guys. Stop asking pls, thank you. In case of using this mode with ACE3 you need to delete all medical .pbo files from ACE3. Or you can turn off medicine for AI in ACE3, and turn off injuries for players in PiR. Then injuries will work for AI. Installation: To install Project injury Reaction (PiR) you should use modfolders to keep it seperate from the official game content to prevent issues. With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded. Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3. Included files: PiR.pbo Media: Armaholic.com has its own Youtube channel where we will cover the Community made releases. Subscribe to the Armaholic.com Youtube channel Changelog: 1.33 After injury, count of ammo in magazines does not change. 1.32 Fixed grenade loss of an underbarrel grenade launcher after a wound. Little code optimization. 1.31 1.30 Minor bug fix in crawl reaction in multiplayer. 1.29 Minor fix in medic treatment animation. Now the unit can not die from blood loss during treatment or drag by the player. 1.28 Fixed injured limbs. 1.27 Redesigned help AI behavior. (Now the nearest unit is helping the wounded) Fixed AI medics. 1.26 Keys Updated. 1.25 Fixed AI medic help when bleeding is stopped. Fixed loss of consciousness in the water. Fixed compatibility with units from the Contact expansion. Fixed compatibility with RHS last update. Added compatibility to units with non-standard fraction. (for example, the mod now works with units in the arsenal) 1.24 New IFAK's system added for AI. Added option for AI IFAK's new system. Fixed translation to some menu items. Redesigned bleeding damage system. A few minor fixes. 1.23 Fixed sticking when dragging. Fixed minor problems with animation in unconscious. 1.22 Hotfix new IFAK's system. Added transparency adjustment for contusion effect. Now the weapon is knocked out with attachments. 1.21 Added option for IFAK's new system. Fixed the lack of treatment with re-hit. Fixed re-launch of blood when unit in water or wehicle. Added self-treatment of AI for non-gunshot injuries. 1.20 Fixed the possibility of contusion in water. Fixed blood loss when AI is injured in water. Fixed moans when injured in water. Fixed moans for non-critical injury. 1.19 Fixed hand ragdoll. Fixed the loss of equipment after the climb. Fixed animation after player dragging player. Fixed the impossibility of throwing grenades after treatment. Fixed interruption of the effect of a contusion during multiple breaks. Fixed bleeding with explosions. Fixed the inability to injure an explosion after respawn. Fixed uncondition animations. Added the ability to treat any injuries. 1.18 Fixed rotation of AI in a bent state. Fixed a problem with equipment after respawn. Fixed animations on player self-healing without weapons. Fixed a problem with jamming of AI after injury during treatment. Fixed bugs when player dragging player. Fixed bug when a player is injured during treatment. Removed repair animation after exiting a player’s knocked out weapon status. Removed the inclusion of animations after death with a knocked out weapon from the AI. Reduced twitching animations after knocking out weapons from AI, if it remained in place. Added changed ragdoll. Added smooth transition of blood from the screen after treatment, or death. Added sounds for the player when injured state. Added contusion effect. 1.17 Hopefully fixed bug with weapon hanging in the air. Added the ability to adjust the intensity of blood on the screen. Now the blood disappears from the screen as soon as you are cured or died. 1.16 1.15 Fixed triggering player's blood effect when injured in transport. Now you can die from blood loss in transport. Now with disabled injuries for player you are available to aid AI. Fixed bug with mags in weapon which was knocked out. Fixed animation bug after knocking out weapon. Now after switching unit, if previous still alive, but injured, then blood effect will disappear from screen. 1.14 Fixed weapon knockout animation. 1.13 Fixed bug with crawling after respawn. Reduced bounces after some lethal hits. 1.12 Now mod works in an unscheduled environment, so it works faster. Solved problem with legs injury. Fixed bug with the repetition of moans. Fixed jams while dragging for AI and player. Removed delay for adding injuries to a unit after respawn. Fixed treatment problem, when you disable mod for player. Injuries now work fine if you change unit/fraction. 1.11 1.10 Fixed little bug with IFAKs. Now you can disable mod for any fraction. Added an option for disable mod for AI. 1.09 Added about 680 sounds of moans and screams (dont ask why). Removed standard treatment system. Now won't trigger in water. Fixed minor animation issues. Now commander after revive will returns to his post. Added the ability to stop soldiers crawling or panicking. Now you bandage the wounded with his IFAK. If he doesnt has one, then will be used your. Added aid search radius setting for AI. Added coefficient setting for crawling. Added coefficient setting for panic. 1.08 Units now moves after treat wounded. Fixed error with effects. Fixed animation bug after dragging. Improved animation after knocking out weapons for AI. 1.07 1.06 1.05 fixed little stuff 1.04 Added BloodLust compatibility. Now should work normally on dedicated servers. Added option to mod settings menu, now you can disable injuries for civilians and play with zombies, for example. 1.03 Fixed the error that occurs when weapon is out of ammo and you are wounded (thanks @Grandpa Gropes-A-Lot for feedback). Now disabling injuries for player in mod menu settings will work correctly. Made first step to BloodLust compatibility. 1.02 key added 1.01 fixed some issue 1.00 ![]() - Community Base addons A3 Forum topic: - BI forums Steam Workshop: - Subscribe Enable javascript to be able to download from Armaholic please! |
nice...nice ! this is piece of art in my opinion
Thanks))
any fps impact?
Try it. Then tell me)
It’s a good mod, but it’s a pity that there’s no special action for a mediс! In vain did you delete special commands (menu 6). Now (Version: 1.15) the medic in the squad doesn't make sense
Nice and smooth. No FPS impact. Wish wounded npc had surrender chance. Make them go to civilian side. Very Nice thanks.
Already done. The next update will be auto medic for AI. He will heal on autopilot.
I have been waiting for this ever since 2013!!! How did I not hear about this until now!?
When you get the time and when you believe the project is complete, try posting to the list of AI mods forum.
But this is not an AI mod)
And the mod is almost complete. At the moment I am fixing minor bugs with animations.
Hey,
Actually, I must say that it's a great mod.
Unfortunatly, like we all know, Bohemia add sound reducers to their games but AI and stealth are still not fixed. It's still possible to kill an hostile AI in front of one or multiple of his allies and that will never alarmed them if they don't detect the shot.
But I use a method to make invisible hostile target spawning above the body of a killed unit and the target disappear when discovered. All works fine, and last time I use this mod, I thought that my idea have an issue, but not, it's from this mod.
In fact, if two allied AI are close but with an obstacle between them, if I kill one of them, the other one don't react because it don't know about the death of the first one. This mod makes all the allied AI close to the one who is killed to knows about it's status and so lead to unrealistic detection.
I made some ammo detection reworked values and the invisible target script and try to deactivate the two of them to know if that come from a mistake from my side. But nothing changed, the only mod that are still active is this one.
So I try wthout mods, all vanilla. Activate again my mods, all works fine. Adding your mod then reactivate this unrealistic detection.
I suppose that come from the modules that share status of units to the allied.
Maybe you should make a warning to people that some of the features in your mod, linked to the values that each user make via settings, can lead to unexpected AI reactions, especially inside stealth missions when AI can be killed but detection is forbidden. Some can be a little surprised to know that they are detected or a body was discovered even when nothing visible should lead to this state just because the scripts inside your mod share the status of the killed unit to another close one.
But I didn’t do anything at all for this))) I didn’t touch the AI.
You surely touch the AI in a certain way to make them aware of the status of other AI in the same group or not when they are not before without the mod.
If that happen with the mod, that's because the mod change something. Even if you think you don't change anything, one of the feature of the mod is to let allied of an AI in a certain radius help it if injured, that include an information about the status of the AI so informations shared and so a modification in the original AI that know status when they don't without the mod.
So, adding the ability to the Ai to knows about stauts of their allied in a certain radius is a modification to the AI, so, yes, you modify the AI in a certain way =)
This does not work as you think) If one AI is injured, then another is given the command to go to that point. But no information about the AI is transmitted.
Well, you should understand that without a mod you kill an AI, and information is not transmitted. And if you have wounded him with a mod, then naturally he will transmit information. If you kill him with a mod, everything will be just like without a mod))
So, you share informations between two entities and it's not happenning without your mod. So, like you giving order to an AI to go to a point where another AI is injured (so, you modify this because it's an order so a command to the AI) this AI will get the information, so, this mod modify the AI reaction and so lead to issues in the stealth part of scenarios.
I've try the mod without the feature to help injured allied AIs and it still there, the other close AI will knows about the status of the fallen one.
No more situation like this when mod deactivated.
When an AI has the order to go to another AI position, it's like you share information about it's status because soon or later, the AI will see the injured/dead AI.
In any case, with the mod, AI that should not be aware of a dead allied AI get in combat behaviour and that break the stealth scenarios. And again, that don't happen anymore when deactivate the mod.
It's pretty bad because this mod brings some great addition.
We must suppose that like in all cases, the issues is not really coming from the mod and the features but from the old broken AI from Bohemia... Again.
Maybe)
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