Arma 3
MK_MedicalSystem (0.7.8 BETA)
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Update: 20 Feb, 2023 @ 6:18pm

Changelog (v0.4.6 Alpha):

Changed:

* Fixed an issue with injector meds that arose with the recent change from display names to classnames. The system will now work again properly.

* Activated the custom item classname with their default uses, it was not correctly enabled in the update that included the system. It now works properly and allows to use all the custom items used within the classnames in the module.

Update: 13 Feb, 2023 @ 5:36pm

Changelog (v0.4.5 Alpha):

Removed:

* Spamming comments left for dev purposes.

Changed:

* Fixed an issue with the bleed out during unconscious state that would kill you over time. The system prevents bleeding to happen when unconscious in order to allow players to be able to be revived.

Update: 21 Jan, 2023 @ 6:22pm

Changelog (v0.4.1 Alpha):

Changed:

* Conditional to check module activation for medical AI corrected, medical AI was being told to heal the player even when module was set to be deactivated, it won't be anymore.

* Corrected some classnames that were incorrectly-lower cased.

Update: 19 Jan, 2023 @ 6:58pm

*Sanitated a couple of files

Update: 19 Jan, 2023 @ 6:53pm

Changelog (v0.4.0 Alpha):

Added:

* Created combat medic logic and integrated it to all classes that are considered "MAN" by the engine.

* Integrated combat medic logic for automatic healing for all units. Medic units will heal anyone as long as they are in their groups and have the required healing supplies.

* Created support menu section to request manual healing from a medic unit in your group.

* Created module integration for combat medic logic (under MISC module section).

* Created module integration for custom medical classnames for the sake of pseudo-compatibility for other medical systems, be aware that this system is intended to be able to use classnames from other systems/mods (it can be found under MISC module section), this function is still not fully completed but set it set the foundation for it and its able to be used with default arbitrary amounts per use, the system takes in consideration that the items being used are part of cfgMagazines.

Changed:

* Restructured the mod logic to make work easier to modify (from display names to classnames).

Update: 20 Nov, 2022 @ 5:45pm

Changelog (v0.3.1 Alpha):

* Changed default tick rate for the survival system from 60 to 95 seconds.

* Fixed an issue that would duplicate the survival system upon respawn. Loop is now terminated properly.

Update: 20 Nov, 2022 @ 2:12pm

Changelog (v0.3.0 Alpha):

System upgrade!

Added:

* Capability to treat other players (AI is still WIP) while in close proximity; Stitch, Splint, Bandage, Inject and treat them at your leisure, you are now a certified physician!

* Revival capabilities; Use your surgery kits on a fallen unconscious comrade and be able to nurture them back to health. (This system is dependent on vanilla medical system, it must be enabled to be usable).

* Some food is now considered dry food, they will lower you hydration when consumed.

Changed:

* Drinks values that granted energy were corrected and properly handled, they will give now proper amount of energy according to uses instead of always a fixed amount per drink.

* Fixed an error lingering in the medical menu when anything but magazines where in any of the inventories, it wasn't harmful but annoying.

Update: 19 Nov, 2022 @ 11:29am

Changelog (v0.2.7 Alpha):

Added:

* Included stat limiter to the rest of the cases.

* Included case exception for item populator in medical display, if you had non-magazine items an error would pop up while being used in LAN

Update: 14 Nov, 2022 @ 7:29pm

Changelog (v0.2.6 Alpha)

Added:

* Added the survival surgery kit to the stitching parameters, it will now stop bleedings too as the CMS kit.

Changed:

* Default time rate for survival ticks decreased from 200 to 60 seconds.

* The tourniquet behavior will now stop all bleeding types but cause immense pain.

* The suturing behavior to only cause pain and not concussions.

* The food and water maximum threshold is 125 now for each (only under specific conditions).

* Fixed an issue that would make the inventory system use multiple times a single item upon respawn, causing a myriad of problems, as multiple uses for a single items or overdosing on injectors instantly.

* Fixed an issue that would make the survival system overlay making it double tick upon respawn.

* Fixed a weird issue that would make the health go over 100 health point under certain conditions, max health should always be 100.

* Fixed an issue in which the player would be able to get multiple damage handlers, basically negating the handlers effect and decreasing performance for free.

Update: 13 Nov, 2022 @ 1:47pm

v 0.2.5.2 ALPHA

- Fixed some issues for logos.

- Ensured that the system will initilize after the player is created.