Author: X39
Author Website:

Requirements: No addons required

Version: 2.0 beta
Signed: Yes, serverkey included

Short description: The focus of Medical System 2 is a more plausible medical system which is even more diverse than its predecessor!

Date: 2015-02-25 18:09

Comments: (4)


Medical System 2 (XMS2)


"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!

  • Heart simulation
      Pulse will vary dependent on adrenaline/fatigue and speed
      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
  • 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
  • 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)
  • BackBlast simulation
  • Ingame mod configuring using XLib

Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
After extraction it should look like this:
Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

When present place the "userconfig" folder into your game install folder, usually:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:

You can also use -nosplash to get rid of the splash art and intro videos.

And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.

Included files:

You can find more info how to use this on the wiki.

Media: has its own Youtube channel where we will cover the Community made releases.
Subscribe to the Youtube channel

Known issues:
Bug Tracker

Planned vehicles/buildings:
Finnaly close XActionUI project (TBH ... never actually was a real project XD (it just received 1 updated))
Add some additional features to XLib which XMS2 will use (new dialog form which EVERYONE can use just by adding entries to it)

Version 5.0:
Due the UI change, the controls of the UI also changed!
To bandage a unit, you need to right click on the body part.

please also read the changelog CAREFULLY! & update your userconfig (new folder & file which maybe will change in the future)

Please note that this release also marks the entry into the closed beta!
Thanks for being part of the public alpha

Credits & Thanks:
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 + being general project support :F)
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 PM me!

v2.0 beta
BETA 2.0
|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
|- 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
|- "DoNotTriggerEvent" parameter from X39_MS2_fnc_setHearing
\- "DoNotTriggerEvent" parameter from X39_MS2_fnc_setRespiratory
|- 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

v1.3 beta
- 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
- ResearchHq medical building <- used to heal a unit to 100% to finally make ingame use of the modification possible
- 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)

Forum topic:
- forums
- Dev blog
- BI forums

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Tags: Heal,   Medical,   Treatment