Will you be adding a hydration system? with the need to have a canteen in your gear and the need to drink often if exerting a lot during the day etc then needing to fill up your canteen once it's empty. And get water from wells etc, perhaps purification tablets are needed if taking water from other water sources. You have a temperature system in this mod, will camp fires warm the body up?
the current temperature system is not completed (there is ton of stuff still missing in that part) but it is planned to let camp fires warm you up etc. ^^
food system is not confirmed yet but i already thought about it due the fact that eating also affects blood etc. but yeah ^^ just some rough concept stuff :F we will see
Any Idea when this particular mod will be released?
Total comments : 4, displayed on page: 4
Medical System 2 (XMS2)
by
X39
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!
Features:
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
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
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
Installation:
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:
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:
Note:
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:
x39_*.pbo
Usage:
You can find more info how to use this on the wiki.
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)
Notes:: 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!
Changelog:
v2.0 beta
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
v1.3 beta
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
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)
v1.2 beta
Fixed
- 0000096: Tourniquett make knocked people bleed
- 0000097: SplendidCam destroys overlay display
- Overlay getVariable calls where invalidly setVariable calls
- ScriptIssue when running DEBUG version & throwing something
Added
- Hallucination system
- Function X39_MS2_fnc_registerHallucinations
- variable X39_MS2_var_Feature_Hallucinations - default: true
Removed
- variable X39_MS2_var_UIs_XMS2_Overlay_ShownInCurrentMission
Changed
- variable X39_MS2_var_Bleeding_GlobalModificator from 1 to 2
- variable X39_MS2_var_Bleeding_AterialDamageMultiplicator* from 10 to 3
v1.1 beta
Fixed
- X39_MS2_var_Pain_showDiagnosticsMessagesUnconscious = true caused pain messages to appear unconscious
- When damaged by yourself, bleeding was never added
- A few script errors (suddenly i forgot to note them down ... so no details here)
Added
- variable X39_MS2_var_Heart_lowerPulseIfPermaKnockedOut - default: true
- variable X39_MS2_var_Respiratory_UseForHeartCalculations - default: true
Changed
- x39_xms2_oropharyngeal item was renamed to x39_xms2_kingLt
- variable X39_MS2_var_Drugs_Adrenaline_useAdrenalineForHeartCalculations to X39_MS2_var_Drugs_Adrenaline_useForHeartCalculations
- variable X39_MS2_var_Bleeding_GlobalModificator from 1 to 10
- variable X39_MS2_var_Bleeding_ChanceForAterialDamageP from 0.30 to 0.20
- Extended X39_MS2_fnc_registerAction functions parameters to support more specific ui actions
v1.0 beta
Fixed
- XMS2 BaseModule not working in MP (caused by incorrect configuration of it (isGlobal = 0))
- Incorrect X39_MS2_fnc_getMorphine function which caused morphine to be reseted as soon as the second change after 0 was made
- Incorrect X39_MS2_fnc_addMorphine function which used calculated morphine value instead of pure causing morphine to fall down extremely fast
- Fixed tourniquet function (was equivalent to ateria functions)
Added
- Aspirin item model
- x39_xms2_nasopharyngeal item
- x39_xms2_oropharyngeal item
- x39_xms2_bagvalvemask item
- Implemented MedicalUiStatusEffects
Removed
- Various unused internal variables
Changed
- MedicalUi drugsList update code (had problems with correct execution of drugs)
- variable X39_MS2_var_Heart_BlackedOutPulseModificator from 0.2 to 0.1
- variable X39_MS2_var_Damage_knockOutLimitP from 0.5 to 0.3
- variable X39_MS2_var_Damage_DeathLimitP from 0.8 to 0.5
- variable X39_MS2_var_Drugs_Naloxone_MorphineImpactMultiplicator from 1 to 8
-|MILESTONE
Closed BETA
v5.1 alpha
Fixed
- Defibrillator was not always showing up
- Defibrillator was not working correctly
- Defibrillator had no progressBar & animation lock
- Blackout was not working anymore
- 0000092: When releasing a unit after drag animation is not reseted
- Morphine Disortion effect was not working due incorrect calculations
- It was possible to apply drugs without a pause (UI was not blocked after pressing ApplyDrug)
- notifyUnit function tried to use first param as message
- DEBUG version issues with some script calls
- glitch when runTicker was callen manually for a unit which already had the ticker running (ticker cannot be run twice for the same unit anymore!)
- Some undefinedVariable script issues caused by old function usages
Added
- function X39_MS2_fnc_unInitUnit
- function X39_MS2_fnc_overlay_destroyDisplay
- variable X39_MS2_var_Pain_showDiagnosticsMessagesUnconscious - default: true
- variable X39_MS2_var_Drugs_Naloxone_allowWakeUnconscious - default: true
- variable X39_MS2_var_CheckUnit_showDrugsConcentrationInDiagnostics - default: true
- optional drugsConcentration diagnostics message
- NoPulse diagnostics message
o Adrenaline impact on pain:
- variable X39_MS2_var_Drugs_Adrenaline_useForPain - default: true
- variable X39_MS2_var_Drugs_Adrenaline_PainCureValueP - default: 1.0
- variable X39_MS2_var_Drugs_Adrenaline_PainMinForFullCureP - default: 1.0
o Aspirin:
- variable X39_MS2_var_Drugs_Aspirin_hasImpactOnBloodClotting - default: true
- variable X39_MS2_var_Drugs_Aspirin_useForPain - default: true
- variable X39_MS2_var_Drugs_Aspirin_PainMinForFullCureP - default: 1.0
- variable X39_MS2_var_Drugs_Aspirin_PainCureValueP - default: 0.75
- variable X39_MS2_var_Drugs_Aspirin_maxAspirin - default: 10
- variable X39_MS2_var_Drugs_Aspirin_reductionPerTick - default: 0.001
- variable X39_MS2_var_Drugs_Aspirin_ChangeOnConsume - default: 2
- variable X39_MS2_var_Drugs_Aspirin_GlobalAspirinModificator - default: 1
- variable X39_MS2_var_Feature_EnableAspirin - default: true
- function X39_MS2_fnc_addAspirin
- function X39_MS2_fnc_getAspirin
- function X39_MS2_fnc_setAspirin
Removed
- Obsolete function X39_MS2_fnc_messagePlayer
Changed
- all variables "X39_MS2_var_Drugs_Morphine_morphine*" to "X39_MS2_var_Drugs_Morphine_*"
- variable "X39_MS2_var_Drugs_Morphine_useMorphineForPain" to "X39_MS2_var_Drugs_Morphine_useForPain"
- variable "X39_MS2_var_Drugs_Naloxone_NaloxoneChangeOnConsume" to "X39_MS2_var_Drugs_Naloxone_ChangeOnConsume"
- default value for X39_MS2_var_Damage_AllowDeathThroughFullDamageAtHeadHitzone --> old=true; new=false
- InitModHelpers are now callen in postInit (allows to implement some new fancy stuff like XMS1 mode ^^)
- Updated to latest TFAR API (also implemented missing functions of TFAR ... stupid me)
v5.0 alpha
Fixed
- Shooting resets Adrenaline lvl automatically to the max of shooting if adrenaline was larger then that
- many fixes remain unknown due a heavy changes at coding side (also pretty sure i broke tons of stuff again ... so..
Added
- Saline Action to the medicalUi right click menu <-- Use this to fill up blood (currently gets counted as normal blood)
- Conscious system is now self caring about getting conscious state back (better work flow --> Too much morphine? Give some counter medicine like Naloxone!)
- Dynamic WakeUp from knockout conditions (you need to stabilize a unit to give it the ability to wakeUp (example: You need to heal a unit to get it up again))
- variable X39_MS2_var_MedicalActions_SalineBag_BloodChangeP - default: 0.15 - sets how much blood a salineBag can refill in percent (100% => X39_MS2_var_Bleeding_maxBloodInEntireBody)
- LimitationSystem (documentation will follow! For now, check the functions sticked to this changelog entry)
- Function X39_MS2_fnc_ls_createLimitationObject
- Function X39_MS2_fnc_ls_createLimitationClass
- Function X39_MS2_fnc_ls_assignLimitationObject
- Function X39_MS2_fnc_ls_assignLimitationClass
- Function X39_MS2_fnc_ls_commitChanges
- Function X39_MS2_fnc_ls_isAllowedToUse
- Function X39_MS2_fnc_ls_convertLimitation
- Function X39_MS2_fnc_ls_registerLimitation
- Overhaul of the Medical UI
- QuickActions (just the UI element) <== Fairly simple concept idea: Do multiple things at once by just simply using a single action (can be set in serverConfig)
- Right click menu (right click on ANY body part and it will open magically)
- Multiple humanBody colourations
- New ModProperties menu entries
- Animation Speed <== controlling how fast the MedicalUi animations will be played (set to 0 to disable animations and get instant menus etc.)
- Hit Zone Damage Type <== controls which colouration the human body in the medicalUi will have
- function X39_MS2_fnc_setProgressBarTimeout Creates a small progressbar at the very top position (only one can be active at once! So check before using the X39_MS2_var_Internal_Overlay_ProgressBarRunning variable)
- ProgressBarLike overlay element (its in real a picture ... but due the fact that its more smooth then using the progressbar, thats ok)
- support for HitPart event handler
- variable X39_MS2_var_Events_EnableSetEvents - default: false - enables/disables the usage of the (example) setDamageOf events thrown by XMS2 using XLib
- variable X39_MS2_var_Bleeding_EnableBleedingCure - default: true - enables/disables automatic bleeding cure
- variable X39_MS2_var_Bleeding_AllowBleedingCureWhenAterieDamaged - default: false - allows automatic bleeding cure when the aterie is damaged
- variable X39_MS2_var_Damage_AllowDeathThroughFullDamageAtHeadHitzone - default: true - allows REAL death (alive player => false) for a fullDamaged head
Removed
- Dummy interaction menu entry to add blood
- variables X39_MS2_var_Bleeding_minDamageRequiredFor* (every bullet hit will now produce bleeding damage)
- Variable X39_MS2_var_MedicalActions_Adrenaline_DamageHealing
- Variable X39_MS2_var_MedicalActions_Morphine_DamageHealing
- Variable X39_MS2_var_MedicalActions_Naloxone_DamageHealing
- Variable X39_MS2_var_MedicalActions_ColdSpray_TemperatureChange
- Variable X39_MS2_var_MedicalActions_ColdSpray_PainChange
- Variable X39_MS2_var_MedicalActions_StickyBandage_DamageHealing
- Variable X39_MS2_var_MedicalActions_StickyBandage_DamageHealing
- Item "Cold Spray" (just was in XMS2 for testing purpose)
- variable X39_MS2_var_Bleeding_ExplosionModificator
- X39_MS2_var_Pain_ExtraPainFor*Modificator variables (duplicate of X39_MS2_var_Pain_DamagePainFor*Modificator variables)
- Generic HitZone
Changed
- items ItemSimulation field <-- makes the items show up in ArmA3s virtual arsenal
- X39_MS2_var_Damage_ExplosionModificator from 1 to 2
- X39_MS2_var_Damage_GlobalModificator from 1 to 0.4
- Opening the MedicalUi will now automatically set you to crouched mode
- Complete overhaul of the Medical UI
- More clean & intuitive design
- More animated stuff
- Renamed variable X39_MS2_var_MedicalActions_Adrenaline_AdrenalineChange --> X39_MS2_var_Drugs_Adrenaline_AdrenalineChangeOnConsume
- Renamed variable X39_MS2_var_MedicalActions_Morphine_AdditionalMorphineValue --> X39_MS2_var_Drugs_Morphine_MorphineChangeOnConsume
- Renamed variable X39_MS2_var_MedicalActions_Naloxone_AdditionalNaloxoneValue --> X39_MS2_var_Drugs_Naloxone_NaloxoneChangeOnConsume
- X39_MS2_var_Pain_DamagePainForGlobalModificator --> X39_MS2_var_Pain_DamagePainGlobalModificator
- Overhaul of damage model (more hitzones, more exact hits, more details & info to be used for calculation of damage)
- event handler to damage hitzones (from HandleDamage to HitPart)
- X39_MS2_var_Damage_* unit variables (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones)
- X39_MS2_var_Bleeding_* unit variables (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones)
- X39_MS2_var_Bleeding_AterieDamaged unit variable (multiple hitZones can now have aterial damage (differed using hitZoneName at * position: X39_MS2_var_Bleeding_*AterieDamaged) + are generated automatically at the beginning with value 10, see X39_MS2_var_Internal_HitZones first & third param)
- X39_MS2_var_hasTourniquet unit variable (multiple hitZones can now have a tourniquet (differed using hitZoneName at * position: X39_MS2_var_*HasTourniquet) + are generated automatically at the beginning with value 10, see X39_MS2_var_Internal_HitZones first & third param)
- X39_MS2_fnc_addDamageTo* functions (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones)
- X39_MS2_fnc_setDamageOf* functions (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones)
- X39_MS2_fnc_getDamageOf* functions (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones)
- X39_MS2_fnc_addBleedingTo* functions (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones)
- X39_MS2_fnc_setBleedingOf* functions (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones)
- X39_MS2_fnc_getBleedingOf* functions (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones)
- DamageChanged_* script events (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones)
- BleedingChanged_* script events (will now have a new tag (at *) + are generated automatically at the beginning, see X39_MS2_var_Internal_HitZones)
- X39_MS2_var_Damage_maxDamage* variables (will now have a new tag (at *) + are generated automatically at the beginning with value 1, see X39_MS2_var_Internal_HitZones first param)
- X39_MS2_var_Damage_*Modificator variables (will now have a new tag (at *) + are generated automatically at the beginning with value 1, see X39_MS2_var_Internal_HitZones first param)
- X39_MS2_var_Damage_EnableHitzone* variables (will now have a new tag (at *) + are generated automatically at the beginning with value true, see X39_MS2_var_Internal_HitZones first param)
- X39_MS2_var_Bleeding_maxDamage* variables (will now have a new tag (at *) + are generated automatically at the beginning with value 1, see X39_MS2_var_Internal_HitZones first param)
- X39_MS2_var_Bleeding_*Modificator variables (will now have a new tag (at *) + are generated automatically at the beginning with value 1, see X39_MS2_var_Internal_HitZones first param)
- X39_MS2_var_Bleeding_EnableHitzone* variables (will now have a new tag (at *) + are generated automatically at the beginning with value true, see X39_MS2_var_Internal_HitZones first param)
- X39_MS2_var_Pain_DamagePainFor*Modificator variables (will now have a new tag (at *) + are generated automatically at the beginning with value 1, see X39_MS2_var_Internal_HitZones first param)
- X39_MS2_var_Bleeding_BleedingCurePerTick variable (was splitted into one for each hitZone each initialized with 0.0001)
- X39_MS2_var_Bleeding_AterialDamageMultiplicator variable (multiple hitZones can now have aterial damage (differed by suffix at * position: X39_MS2_var_Bleeding_AterialDamageMultiplicator*) + are generated automatically at the beginning with value 10, see X39_MS2_var_Internal_HitZones first & third param)
- ALL FUNCTIONS associated with one of those hitZones (all hitzones got renamed so all files which used those need to be changed)
- variable X39_MS2_var_Drugs_Adrenaline_adrenalineAddedThroughShooting from 0.025 to 0.035
- X39_MS2_fnc_initUnit function is now forced to be local to the unit which shall be initialized
4.5 alpha
Fixed
- 0000056: No kill/blackout screen << blackOutScreen was displayed but instant kill has always happened
- BlackOutDisplays random screen in only faded out
- when dropping a conscious unit they always go into the unconscious animation
Added
- morphine is now able to blackOut units
- variable X39_MS2_var_Drugs_Morphine_morphineOverdoseCanKnockOut - default: 0.5 - allows morphine overdoses to black you out
- variable X39_MS2_var_Drugs_Morphine_morphineBlackOutPointP - default: 0.5 - morphine level in percent when morphine will black you out
- variable X39_MS2_var_DialogControl_BlackOutDialog_EnableRespawnButton - default: true - enables/disables the respawn button at the top left when blackedOut
- variable X39_MS2_var_DialogControl_BlackOutDialog_EnableAbortButton - default: true - enables/disables the abort button at the top left when blackedOut
Removed
- function X39_MS2_fnc_doHeartPulseDependingActions
Changed
- blackOutDisplay will now show content of STR_X39_MS2_Scripting_DialogControl_BlackOutDialog_FlatLine instead of 0
- Renamed X39_MS2_var_Heart_knockOutSmallerMinPulseManipulator to X39_MS2_var_Heart_BlackedOutPulseModificator
- pain sound has been moved into the sound tick
4.4 alpha
Fixed
- 0000058: Strip weapon on target will not remove target weapon
- 0000061: Other interaction on no target
- 0000059: Cannot add blood
- 0000053: Cannot find people in UnitSelectionUI when inside vehicle
- 0000054: Check distance of target and giver in UI
- function X39_MS2_fnc_setAterialDamage was not functional if blood feature was enabled
- function X39_MS2_fnc_getAterialDamage always returned incorrect values but when you disabled blood features
- X39_MS2_fnc_setAterialDamage && X39_MS2_fnc_getAterialDamage now also reacting to variable X39_MS2_var_Bleeding_EnableAterialDamage
Added
- variable X39_MS2_var_Bleeding_EnableClotting - default: true - enables/disables blood clotting (will affect how fast you bleed out etc.)
- variable X39_MS2_var_Bleeding_knockOutAtPBloodPresureUpperEnd - default: 1.25 - Defines the upper end in percent when the blood presure will knock you out
- variable X39_MS2_var_Bleeding_knockOutAtPBloodPresureLowerEnd - default: 0.75 - Defines the lower end in percent when the blood presure will knock you out
- variable X39_MS2_var_Bleeding_killAtPBloodPresureUpperEnd - default: 1.5 - Defines the upper end in percent when the blood presure will kill you
- variable X39_MS2_var_Bleeding_killAtPBloodPresureLowerEnd - default: 0.5 - Defines the lower end in percent when the blood presure will kill you
- variable X39_MS2_var_Bleeding_EnableBloodPresureForBleedingTick - default: true - allows XMS2 to use bloodPresure inside of the bleedingTick to make it more immersive
- variable X39_MS2_var_Bleeding_BloodPresureCanKill - default: true - BloodPresure is not only able to knock you out and instead can also kill you
Changed
- Reduced simulation speed (X39_MS2_var_Internal_ticker_minTickRate 0.25 --> 0.5) to reduce script load
- BloodPresure message is now using the new X39_MS2_fnc_getBloodPresure function
4.3 alpha
Removed
- KeyDown handles (using XLib functions now instead !WILL BREAK CURRENT KEY SETUP!)
- function X39_MS2_fnc_cb_KeyDown
- Depency on XActionUI
- all variables related with the InteractionMenu opening
- function X39_MS2_fnc_interactionMenu_openDialog
- function X39_MS2_fnc_registerInteraction
Changed
- XMS2 BaseModule is now Zeus compatible (can be spawned during missions)
v4.2
Fixed
- X39_MS2_fnc_isBleeding always returns false
- EarPlugs are not reducing sound
- Strange implementation of blackOutDialog caused instant kills
- FlatLine inside of the blackOutDialog wont be recognized as flatline (instead it just said "Pulse: 260" per default)
- Adrenaline, Naloxone and Morphine have the wrong images inside of the medicalUi
- 0000051: Defib script not woking
- 0000052: Cannot put tournique on self or others
- 0000055: Red sides on screen after respawn
- TimeLeft messages are not being displayed in blackOutUI
Added
- CamShake caused by pulse (will always last at least 3 seconds)
- X39_MS2_var_Heart_allowCamShakeByPulse - default: true - enables/disables camShake caused by pulse
- X39_MS2_var_Heart_camShakeMultiplicator - default: 3 - gets multiplied with the strenth (can be used to get a more heavy effect out of the camShake)
- X39_MS2_var_Heart_pulseCamShakeAt - default: 150 - defines when the camShake effect will start
- 0000048: Implement a distraction variable
- event "DistractionChanged"
- X39_MS2_var_Feature_EnableDistraction - default: true - enables/disables distraction
- X39_MS2_var_Distraction_reductionPerTick - default: 0.01 - distraction reduction per tick
- function X39_MS2_fnc_addDistraction
- function X39_MS2_fnc_getDistraction
- function X39_MS2_fnc_setDistraction
- function X39_MS2_fnc_distractionTick
- Defibrillating a unit will add distraction
- variable X39_MS2_var_InteractionMenu_Defibrillate_DistractionAdded - default: 10 - defines how much distraction is added when a unit is defibrillated (values < 0 will disable this)
- "X39_MS2_var_distraction" player variable
- function X39_MS2_fnc_resetUnitsVariables
Changed
- X39_MS2_var_InteractionMenu_Defibrillate_RequiredAdrenalineP from 0.5 to 0.4
- X39_MS2_var_Hearing_curePerTick from 0.0001 to 0.001
- X39_MS2_var_Heart_knockOutUnitAtPulse from 220 to 250
- BlackedOut units are now set as captive
- X39_MS2_var_Drugs_Morphine_morphineRandomDowningBaseValue calculation base (new range: 0 - 1)
- X39_MS2_var_Drugs_Morphine_morphineRandomDowningBaseValue from 30 to 0.3
- Renamed X39_MS2_var_Drugs_Morphine_morphineRandomDowningBaseValue to X39_MS2_var_Drugs_Morphine_morphineRandomDowningBaseValueP
- X39_MS2_var_Bleeding_BleedingCurePerTick from 0.001 to 0.0001
- Example mission now also initializes AI (only in singlePlayer! Please also take note that ACTUAL AI support is not planned and that they only shall be used for VERY basic testing purpose)
You are using our website as a guest. Guest have the lowest downloadspeeds and will download from our public file servers. If you would like to know how you can download with higher speeds and have to wait less while downloading check out the Armaholic subscription system. When you have already subscribed and your account is not upgraded within 24 hours it means you probably forgot to include your username. If that is the case please contact us as soon as possible!
Will you be adding a hydration system? with the need to have a canteen in your gear and the need to drink often if exerting a lot during the day etc then needing to fill up your canteen once it's empty. And get water from wells etc, perhaps purification tablets are needed if taking water from other water sources. You have a temperature system in this mod, will camp fires warm the body up?
NIce :) now we only need Food System ..
the current temperature system is not completed (there is ton of stuff still missing in that part) but it is planned to let camp fires warm you up etc. ^^
food system is not confirmed yet but i already thought about it due the fact that eating also affects blood etc. but yeah ^^ just some rough concept stuff :F we will see
Any Idea when this particular mod will be released?
Total comments : 4, displayed on page: 4