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There is a wiki article in the discussions for the mod.
You can also contact me throught the KMP discord, just follow the link in the description to the EFT scenario we have and join the discord thought there since posting the link in multiple posts make steam delete it.
The module sets them up globally and sync it by making them public to each client.
There is no solution provided by me since I can only plan for so much different scenarios, this is something that is ideally made per mission basis. Thanks for understanding.
Most likely not setting up the module for the system configuration is what causes the issue. The default timer is pretty short in order to force the module being placed and correctly configured.
In the system config module, Interval tick is what controls how often the timer of the survival system reduces the Amount Tick.
The interval is in seconds as the minimal time in which the reduction of the amount will happen upon your total values.
If you need help setting it up, you can hit me up in KMP discord.
You can find the link in the mission linked in the description, otherwise steam marks it as spam.
Thanks for the context.
I'll have it in consideration for the next patch, same as being able to "die" in the main menus.
i could accidentally hit my binded key for the medical menu, and it'd open in eden
sometimes when I closed it with ESC, it froze my eden camera in place and I couldn't move my camera (WASD) or interact with anything (e.g. copy and paste)
Thanks for the report.
Did you do anything specific in order for this to happen / was it consistently reproducible?
I'll keep this in mind for next patch.
Not every helmet or headset cancels out combat deafness
I test only many many Helmet with Headset but seem like nothing work...Can you help me please ? Even I try to change active keys but I don't know if it is work or not. Still got deaf after shoot 3 rounds
Short answer: Yeah, it supports vanilla EH but might require some special considerations.
Longer Answer:
The system is Vanilla Plus basically, It already reduces the damage according to section being hit except for the head, which is considered a critical hit zone. Torso damage is almost pass-trough but is still considered a critical hit zone, however the reduction still exist. Limbs no longer allow player death and have the biggest damage fall-through, roughly 65% of each instance of the damage being fired by the E.H.
If you need more info, you can find me in the A3 Discord with the same user name, or in KMP discord, which you can find linked in the page of the EFT scenario.
I'm asking because I was thinking of a rather casual SOLO playthrough while being able to use an advanced medical system and I wonder if the damage values in your mod are tweakable in any way. Unless it supports vanilla HandleDamage EH, then disregard any of my questions!
For compatibility reasons simpleAttenuation 2.0 is deprecated but still remains as a standalone so it can be used without the auditory damage present in this version, since the system was intended to be originally mission sided only and grew into a bigger scope until it found its way into the medical system, I cannot sadly extrapolate into an update to the already deprecated version.
Maybe in the future i can do an option to turn off the medical module itself, although its unlikely at this point since the way I made the retro fit into medical from simpleAttenuation basically uses the same damage event handlers.
Thanks for understanding.
This would give those who enjoy the ACE medical system to an opportunity to enjoy your work.