Arma 3
MK_MedicalSystem (0.7.8 BETA)
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Update: 25 Jun @ 6:58pm

Changelog (Beta 0.7.8):

Changed:

- Added a way for the tremor effect to exit before its full cycle in order to reset the variable earlier if required.
- Forcefully stopped camshakes in various scripts and upon initialization to avoid the effect from permanently sticking to the player.

Fixed:

- Corrected a change made incorrectly in the nausea effect that would cause the effect to never play if you player was not stoned (weed joint item)

Update: 19 Jun @ 11:52pm

Changelog (Beta 0.7.7):

Changed:

- Perlin Noise Effect Postprocessing effect can now be cut short massively during its normal execution situationally, previously the noise effect would have to complete the current cycle before being cut short. This means that the effect can actively be removed by various methods by the system.

- Nausea Effect Postprocessing effect can now be cut short massively during its normal execution situationally, previously the nausea effect would have to complete the current cycle before being cut short. This means that the effect can actively be removed by various methods by the system.

Fixed:

- Sepsis system is now able to exit properly before full cycle, reducing the chances of the random sepsis coming back from the dead once the unit had respawned. The system now had a fallback too to prevent this in the future.

Update: 17 May @ 3:46pm

Changelog (Beta 0.7.6):

Fixed:

- An algorithmical oversigth in the flaslight beam calculation that would make the unit being shone to become dazzled when it shouldnt.

Update: 3 Jul, 2024 @ 6:49pm

Changelog (Beta 0.7.5):

Added:

- Additional flavor text for certain event.
- A CBA entry to allow players to select the priority item type in the attenuation system. When the players use an option beside "Default", the system will only check the slot selected by the player instead. This is useful for players that want to wear tacti-cool and attenuation-compatible equipment without the repercussion of the multiple checks until the system is satifiesd with a proper attenuation profile.

Fixed

- An oversight in the way the icon displayed for the attenuation checks. It should properly show for all types of compatible headsets now instead of just "Active Headset" type.
- A typo in the attenuation code that rendered the most basic tier of attenuation equipment unusable. Its enabled again, this change will also made the system display properly the icon in case the item is compatible after closing then inventory atleast once.

Changed:

- Using a Tourniquet item will no longer make you ears ring but will still give it the Tunnel vision PP effect.
- Reviving an incapacitated player will give it the tunnel vision PP effect and make its ears ring for a bit.
- Tunnel Vision PP effect no longer uses the ringing sound by default. This effectively removes ringing while using certain injectors and tourniquet items. The sound effect has been replaced by a pain grunt instead to make it easier on the players ears, this is only valid in certain cases.
- Ear ringing will happen while units are stunned (Flashbangs/Stun grenades), while a player has been reanimated by performing surgery on it or while being overdosed by drugs.
- Ear ringing sound effect in MK_Medical has been changed to the default A3 sound for ear ringing. Previous sound had too much clipping issues creating an abhorrently loud sound. Current one should be less painful to endure and its also shorter.
- Medical treatment windows display won't be able to be shown while using EDEN editor or vanilla ZEUS interfaces anymore, this was done to avoid potential issues and lock-ups in the future.
- Default attenuation logic, the system will prioritize from the best to the worst type of gear equipped by the player instead from the worse to the best. This will translate into the players being able to use multiple ear muffling items without the repercussion of the the system trying to get the worse item first.
- Optimized textures sized for grenades makes them incredibly lighter in comparison to previous versions.
- Flashbangs will be able to stun units and player during the day too, however using them inside buildings and during nights will be more effective.
- Tweaked a bit of the flashlight logic to only be able to blind when its turned on instead of whenever you used the attachment.

Removed:

- Residual debug text from flashbang grenades.

Update: 26 Mar, 2024 @ 6:14pm

Changelog (Beta 0.7.4):

Added:

- New 99 scream sounds when a unit is hit and/or killed, there is a chance of more being added in the future.
The system is turned ON by default and can be turned off globally by using the bool options in the systems module from MKMedical, they can also be individually turned off per client basis if CBA is loaded.
If you wish to manually add more sounds into the system you can do so declaring new sounds in the cfgSounds config with the prefix "gruntPain" and "gruntDeath" either through an addon patch or through the mission description.ext as the system will intercept them automatically once a scenario is loaded; If the machine that is the owner of the unit being hit has the system disabled, the units' screams will not propagate so have that in consideration.

The screams will work with any creature that derives from camManBase class, so a wide variety of mods will automatically be able to work with the system; If you wish to disable a unit ability to scream, you can do so by setting the following variable to the unit you want to make silent: _unit setVariable ["mkMedical_isScreaming", true, true] either through init field or during creation in mission runtime.

The screaming is compatible with the headset system and will attenuate normally as they are considered part of normal sounds and not speech itself in order to provide depth sound occluders to the sounds.

This system is inspired by SSD screams (excluding "Death Rattles") using public sound libraries assets and has been added into the medical mod as it fits the thematic of systems revolving around units' health. The system is intended to provide auditory feedback without being too over-the-top.

- A small UI element that pops up everytime you open you inventory in order to know if you are (or not) wearing a compatible headset with the simpleAttenuation system. It can be disabled if you are using CBA.

- An option to disable the higher caliber headshot gore effects if you are using CBA.

- 3 New Stun grenades each with 5s, 3s and contact fuses + world props.

- Players and AI can now be blinded and/or stunned temporarily by being in close proximity to flashbangs/stun grenades going off.

A similar effect can be obtained if a unit is flashed with a flashlight, however this will only happen if the flashlight is turned on the unit is looking towards the flashlight origin and not while being shone previously in order to emulate sudden pupil dilation. This new status effects cannot be stacked upon each other.
AI are able to use the flashbang/stun grenades system in order to blind/stun other units but not the flashlight blindness.
If a player is using an active headset and it's turned on, they will be able to avoid the sound effect and concussion effect due to proximity of the flashbang but not the blindness if they are looking in the general area of detonation.

Changed:

- Active headsets that are turned ON will now cover you from combat deafness if a explosive goes off near you instead of instantly making you deaf.

- Increased the damage threshold all MAN type units are able to take to the legs before they start limping.

Fixed

- Heal function now correctly removes the sprain effect.

- Heal function now correctly removes every ailment type.

- Class inheritance for medical systems initialization, previously certain vanilla factions would fail silently due to the way vanilla config inheritance works, some examples of this are Looters (Contact), FIA (Vanilla) and Sindykat (APEX). It's very probably than more units were being affected by this.

Update: 11 Nov, 2023 @ 11:55am

Changelog (v Beta 0.7.3):

Changed:

- Improved on the fall/speed hit detection to make sprains and broken legs act more accordingly to the damage received for all units. Falls are still able to damage other sections beside legs except for arms sections. Damage multiplier for falls is managed by the "General" multiplier.

- Improved on the damage calculation for limbs for all units.

- Headshot logic tweaked to not always remove your helmet upon being shot. Removal of the helmet will take away any HMD equipped but not facewear anymore.

- Animation logic will now return your stance to be crouched after using an item from the medical system if you are either previous crouched or prone.

- Combat Deafness is not instantaneous upon becoming deaf anymore, it will occur during a period of 5 seconds until you go fully deaf, the same will happen when you recover your hearing.

- Experimental: Improved on the contact hit detection to make vehicles-on-unit damage more consistent across the board and not just magic bullshittery due to structural damage for all units. Damage multiplier for being ran over is managed by the "General" multiplier.

- Experimental: Improved on the contact hit detection of units while in vehicles to a certain extent, due to how engine manages damage, it works in a much more generalized way opposed to direct shots since this kind of damage is not a major focus on the system for all units. Damage multiplier for crashes is managed by the "General" multiplier. Units damage detection while in a vehicle will still be refined in the future.

- Experimental: You can now break/sprain your legs and break your arms if you crash a vehicle while being driver or a passenger for all units.

- Experimental: Damage cause by vehicles exploding while the unit is inside has been slightly diversified. Vehicles exploding will damage the unit but might be unlikely to kill the unit entirely. The secondary explosion from FUEL will most likely finish the unit off if they dont move from the wreck.

Fixed:

- An oversight in splinting logic that could modify your animation speed upon splinting. This was a residual of the previous instance of this system.

- An oversight in various systems that would change your animation speed temporarily and return it to an arbitrary amount without considering if the unit had a sprained ankle, effectively bypassing the ailment.

- An oversight in the animation handling for item usage that would modify your animation speed temporarily and return it to an arbitrary amount without considering if the unit had a sprained ankle, effectively bypassing the ailment.

Update: 6 Nov, 2023 @ 7:14pm

Changelog (Beta 0.7.2):

Added:

- Player Damage multipliers set-up into new module.
- AI Damage multipliers set-up into new module.
- Bleeding multiplier set-up into new module.
- Bleeding timers set-up into new module.
- Sepsis timer set-up into new module.

Changed:

- All possible damage types that were able to generate infections have been also pushed on-par with the infection loop timer. This means that not only it will take longer for each nausea/infection tick to happen, but for it to actually be considered infected.
- Added back the bleeding pp effect with better handling to avoid over welcoming stays and stacking the effect mulktiple times.

Fixed

- An oversight that prevented arms from being splinted.
- An oversight that would make splinting any of the arms to splint the left leg section.

Update: 30 Oct, 2023 @ 7:51pm

Changelog (Beta 0.7.1.3)

Fixed:

- An issue with overdosing having an undefined variable.

Update: 22 Oct, 2023 @ 10:34am

Changelog (Beta 0.7.1.2):

Changed:

- Sepsis timer was delayed even further from 3 to 10 minutes per check. Infections are much more lax now.

Fixed:

- An issue in the medical window when healing localized zones and there was weapons in the inventory.
- An issue that prevented the numerical usage window to use the actual items.

Update: 17 Oct, 2023 @ 5:27pm

Changelog (v0.7.1.1 BETA Hotfix):

Changed:

- Temporarily disabled bleeding VFX to avoid it seeping into revived units.