Arma 3
MK_MedicalSystem (0.7.8 BETA)
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Update: 15 Oct, 2023 @ 6:34pm

Changelog (0.7.1 Beta):

Changed:
- Sepsis now takes longer to initialize upon being wounded.
- Modified chest life values display to better reflect the internal system values instead of a generalized area.
- Modified head life values display to better reflect the internal system values instead of a generalized area.

Fixed:
- An issue preventing chest and head from being fully healed by faks.
- An incorrect variable set-up that would make the anemia system whine during the first bleeding received.

Update: 14 Oct, 2023 @ 3:42pm

Changelog (0.7.0 Beta):

This version has been heavily improved from the previous version, however, as always all the issues should be reported in order to properly track them and fix them. system release in this version are initial release and will be iterated and improved in future versions.

Added:

- Proper limb tracking has now been implemented, the GUI color of the limbs change according to the damage taken to the body section.
- Healing items (faks) used directly from inventory will be used to heal the general unit health only, this does not include the limbs.
- First iteration of the localized healing system. In order to heal limbs, you have to select the limb itself and treat it from the medical window.
- First iteration of the remote healing menu, pressing Control+M will get the cursor unit and display their medical status. This is only available while playing as a combat medic.
- A new function to completely heal the player. The following is the usage to this:

[_unitToHeal] call MK_fnc_mkHealPlayer;
//_unitToHeal setDamage 0; <- No longer enough to heal the unit

- Anemia status, its will cause dizziness depending on your blood level. This system has to be enabled in the modules by the mission maker.
- Blood transfusion packs. This objects counteracts the anemia status and will spend both 1 blood bag and 1 blood set items from you inventory. The transfusion can be set to be only usable to medic units, this option can be turned off in the systems module. The check timer wont tick if the damage is disabled. Unconscious units can have transfusions while downed, however that will not stop the "bleedout timer" imposed by the vanilla unconciousness.
- A visual effect will play while bleeding as visual feedback.
- A way to internally escape custom sounds for ailments (fracture, concussion/pain, fracture).
- A visual effect that will create gore particles upon headshots that resulted in VERY HIGH damage, it will be visible for anyone what is closer to 150m from the unit being shot. The effect is directional from origin. This effect happens can happen to any man unit, including players. This effect can be toggled off for the mission in the modules. When the effect its called to play, the unit being headshot will lose their head equipment, this is on purpose!
- Some more diag-log references for the RPTs in case something goes unexpectedly in cross systems.
- 2 New medicine items: Coke dime & Weed joint.
Coke: Removes pain related status every 10 seconds for a period of 450 seconds, during this period the unit is overdosed and using any other medicine is mortal. Massively boost up energy. Mildly decreases the thirst counter.
Weed: Prevents nausea during 300 seconds (this does not removes current active nausea status). Slightly decreases the energy. Does not count towards being medicated.
- First iteration of the status widgets: Common ailments (bleeding, fractures and infections) are now displayed on the body section widget.

Changed:

- Survival loops wont tick anymore if the damage on the player unit is not allowed, this includes hunger, thirst, radiation, combat deafness and dying from starvation of dehydrations. Note that this last 2 situations are just paused until damage is re-enabled for the unit and will resume their checks once this happens.
- Ailments won't be assigned to the units if their damage is disabled.
- Items catalogued as compatible with the medical system will no longer be able to be used if the player or unit has damage disabled.
- Calok-B no longer causes pain on use.
- Esmarch Tourniquet no longer stops head & torso area bleeding. Be carefull with using in on the treatment GUI...
- Upgraded the damage model system for mk_medical, as long as the unit being hit uses the base Arma 3 skeleton or the skeleton shares the selection names of the default skeleton, the system will track the health of the arms and legs separately. This doesn't need any additional set-up as it's not creating additional hitpoints, the limb health on players is calculated by default, but in order to track limb health in enemies the advanced medical system for AI has to be active in the modules. This is done in order to reduce performance strain. Additional to this, the damage tracker will properly work upon base hitPoints instead of generalized health (damage _someUnit). With this change, the health of the units it's much more properly represented in the GUI. Damage to the head and body selections will still be fatal and are properly displayed now, however a unit will not longer be able to be killed by just arms or legs shots.
- Upgraded the debuff and ailment systems to compliment on the new possibility of limb tracking for players.
- Upgraded healing systems to compliment on the new possibility of limb tracking.
- Infected wounds will only happen once per ailment, previous versions proved to be overwhelming in the long run.
- Improved the medical display general graphics and info displayed by it.
- Upgraded AI combat medic logic to take in consideration the new hitpoints requirements in their systems.
- Units will no longer die from limb punishment, but will still be able to bleed out and being affected by a low blood level.

Fixed:

- Oversight on the healing system that always granted full health upon medical kits usage due to it targeting the "general" health of the unit (see point above in Changed). The system will now properly use the default healing amounts of the items according to set-up. This also encompasses custom healing items set-up through the items module.
- Oversight that prevented bleeding from ticking normally. Under certain circumstances it did, however it will be much more consistent now. Bleeding is now effectively much more dangerous due to anemia and general overarching health depletion.
- A couple of locality inconsistencies for variable tracking of the ailment and healing systems. The systems now work for local and remote units and allow auto-treatment to work on anyone as long as the systems are enabled and the AI is set to be a combat medic.
- Module descriptions to communicate better the effect of each option inside of them.
- Precedence issue that would make the heartbeat sound to duplicate on certain situations.
- Precedence issue that would make the ear ringing sound to duplicate on certain situations.
- Precedence issue that would make the broken bone sound to duplicate on certain situations.
- Oversight that prevented AI from being able to use the medication (injector) system.
- Issue that lead to whenever medication was applied to AI the locality owner of the unit would receive the medication.
- Issue that prevented the AI to treat player upon order for "Pain status".
- Issue in some AI treatment cases where the magazines from the AI were not properly removed.

Removed:

- Unneeded references inside functions in order to sanitize code.
- The creation of procedurally generated variables to track limbs status, this is now effectively done using the internal structure of the mk_effectsList variable (in case someone needs the tracker values).
- Hint upon interactions. They have been replaced by more discrete and conveniently placed titles in the lower section of the screen, they are only activated upon certain actions now as well as being context sensitive, and won't spam due to ailments and arbitrarily displaying every single time something happens.

Update: 2 Jul, 2023 @ 4:10pm

Changelog (hotfix)

Fixed:

- An issue with animation speeds in latest patch that derived from the animation prevention method, it works correctly now.

Update: 1 Jul, 2023 @ 10:52pm

Changelog (v0.6.3 Alpha):

Added:

* Combat deafness status now shows in the medical window.

* Re-activated the empty drinking container mechanic.

Changed:

* The system hard-caps you to use one mk_medical compatible item at a time now, this is done to prevent getting stuck in weird animation loops that never end and result in the character position locking.

* The system will reset you animation after a bit when using compatible items, this complements the change made to item capping in order to avoid weird animation issues.

Fixed:

* An issue about variable default values that prevented deafness effect to give back the sounds if the player didn't use a compatible item from the hearing system before going deaf for the first time. This issue was only present on first spawn of the player.

Update: 22 Jun, 2023 @ 4:52pm

Ditto as previous, incorrect file was uploaded

Update: 21 Jun, 2023 @ 6:49pm

Changelog (v0.6.2 Alpha Hotfix):

* Fixed an issue with the survival loop on low hunger/thirst. It will kill you properly now below certain threshold if you dont eat during the grace period.

Update: 17 Jun, 2023 @ 10:44pm

Changelog (v0.6.1 Alpha Hotfix):

* Fixed an issue with the survival loop on low hunger/thirst. It will damage you properly now.

Update: 13 Apr, 2023 @ 7:05pm

Changelog (v0.6.0 Alpha):

Added:

- Simple Attenuation mod functionality (a sound suppression system that emulates active and passive headsets) into systems module. The system default key binds can be found in the mod controls. This version of simple attenuation is further upgraded from the previous deprecated version that can be found in the workshop and the version that is active in the EFT 1.5.0 mission for which it was originally created.

- Combat deafness: Shooting or being near gunfire or explosions will damage your hearing, if the damage goes overboard, the unit/player will become temporarily deaf. To avoid this, use headsets configured on the attenuation system compatible classnames or vanilla equipment designated as hearing protection, simple attenuation has to be active for this function. The degradation of the hearing is dependent on engine level config setting for the bullet type and if the weapon is or not silenced.

- Player status: Shrapnel wounds (received from explosions near the player), receiving this status will additionally cause light bleeding status in the area affected, this status can be healed by using tweezers or requesting help from a medic with proper equipment. This status has been set-up so it cannot be obtained multiple times in a single frame.

- Player status: Burn (when receiving damage from fire sources), this status can be healed by using burn cream or requesting help from a medic with proper equipment. This status has been set-up so it cannot be obtained multiple times in a single frame.

- Player status: Sprains (when falling from certain heights, further above the legs will break), this status can be healed by using lidocaine ointment or requesting help from a medic with proper equipment.

- Player status: Infected limb, this status is received if untreated wounds from shrapnel, fire or bleeding are left unattended for a period of time, it can be healed by using antiseptic in the affected area.

- AI units are now able to use the advanced medical wound system. Beware, this might be resource heavy and network intensive. Enabling this system will make remote controlled units have the same systems player does, for those who like to do that. Note: transferred units midgame are not accounted for in this change.

- AI combat medics are now able to treat advanced wounds on AI, Players and remote controlled units. This must me correctly configured in the AI systems modules. This was previously partially implemented only for players units.

Changed:

- Falling will no longer produce any other player status except broken legs and sprains. Previously this would cause bleeding and concussions due to missing selection handling.

- Burning will no longer produce any other player status except burns. Previously this would cause bleeding and concussions due to missing selection handling.

- Redesigned the network framework for AI Combat Medics to allow proper execution on non local units (MP).
Previously this system was only working for player units who had combat medics local to their PC and were members of their group, making the system being basically SP only or only working in MP with very specific requisites. The system now allows any unit to request medic help from a combat medic in their group, no matter the locality, as long as it has not been transferred. This change complements the upgraded damage model for AI and the advanced treatment now received by combat medics.
Note that combat medics will try to heal damaged allies with priority, first come first served and cannot be qeued multiple times in a short time, they will also try to heal aillments and if they dont have the ideal equipment to do so, will have this in mind and try again next time they decide to treat the same unit. Either until any of the units die or are completely healed.

- Cleaned some legacy code in order for it to be slightly efficient, in the future legacy code might be totally rewritten.

- Bleeding logic will prevent multi bleeding of the same type in a single limb and has a much more strict logic check. This change was made in order to remove the multilimb healing with a single item. In the future this change will be the presendent to multibleeding wounds that would require an item use per wound.

- Wound logic has been altered to be compatible with AI wound system.

Fixed:

- A massive oversight with recent updates that effectively disabled the combat medical system for AI due to outdated variables.

- An issue that would prevent medic AI from healing pain status from players.

- An issue that would let medic AI heal the player without the required items.

- Being able to order AI to heal players while the AI medical system was inactive, the system ignored the order but the unit reported treatment being successful. It will now properly notify the player.

- An issue that was introduced recently that would make the manual healing system for AI to become stuck, they will now behave properly.

- Engine default behavior for special "damages" was not being taken care of, it is now effectively negating issues from it.

Update: 18 Mar, 2023 @ 1:57pm

Changelog (v0.5.1 Alpha):

- Fixed a trailing error in a script.
- Fixed typos in some messages.
- Properly cased classname for radiation resistance item, it was not usable because of that. It is now.

Update: 18 Mar, 2023 @ 1:16pm

Changelog (v0.5.0 Alpha):

- Added option to enable/disable survival feature in Systems module (hunger and thirst).
- Added option to set the interval for the survival feature in Systems module (hunger and thirst).
- Added option to enable/disable temperature feature in Systems module.
- Added option to set the interval for the temperature feature in Systems module.
- Added option to enable/disable metabolism feature in Systems module.

- Created radiation system for players and AI as well as adding the feature to the System module, items for the system can by configured in the custom inventory items module.
- Added a new player status: Radiation Poisoning (Low, Mild and Acute) that includes 2 new PP Effects.
- Added a new player status: Nausea.
- Added anti-rad medicine.
- Added 2 radiation measurement devices (found under magazines, used by default with Ctrl+O).
- Configured vanilla equipment block radiation (Vanilla CBRN equipment: CBRN gowns, respirator and respirator system backpack).

- Restructured the mod functionality making is be 2x as faster and reduced the memory used by it in half.
- Assigned a proper category for modules in the Editor, they can now be found under "MK Medical Systems" category.
- Expanded the custom item functionalities and changed the way they are declared.
- Added a lot of sound effects that can be accesed by looking at mk_medical cfgSound config file or by accessing them in triggers, as well as a lot of soundsets to be used ingame by the medical systems.