Arma 3
AWR - Advanced Wound Reaction
160 Comments
S. Spartan  [author] 12 Jun @ 2:54pm 
@Storm The default ArmA damage model does not provide the depth of body parts damage by default as ACE does. That's why we built it upon ACE. Getting it working without ACE would be a big effort as everything is built upon ACE (damage and pain system).

Though the code for AWR is open source so everyone may contribute: https://github.com/Spartan190/Adv_Wound_Reaction
Storm 10 Jun @ 2:34pm 
I don't really care about the revive system because like you said, plenty of that stuff elsewhere. The limb damaging is the most important aspect of this mod. I do believe this is the only mod that allows you to cripple someone by shooting both their legs, and also make them drop their weapon if you shoot their arms. Ace medical breaks a lot of big mods so I usually use the no-ace medical version. An example would be antistasi singleplayer, AI doesn't heal themselves or you if it is enabled. SOG AI which is the best squad control mod is not compatible with it as well. Heck most of the cool and interesting mods have problems with Ace medical. Since this mod is built upon ace medical I guess I'll just give up. Nice mod though!

https://www.reddit.com/r/arma/comments/1fsgmd6/demo_the_most_realistic_first_aidhit_reactiongore/
BIG GUY 4 Jun @ 3:55pm 
is this compatible with acm
O. Forest  [author] 17 May @ 9:56am 
@Storm The mod is build upon ACE medical. The triggers are activated when you go down with ace. If you want something similar then there are mods that add revive systems to non ace arma.
Storm 17 May @ 9:31am 
Can we please have a no ace medical version?
O. Forest  [author] 25 Feb @ 1:46pm 
@Bronsk Yes the damages is triggered by ACE
Bronsk 25 Feb @ 1:39pm 
I see this mod requires ACE3 but do you need it if you only want the effect on AI?
O. Forest  [author] 13 Nov, 2024 @ 8:30am 
@O, Forest Sorry I meant that you want to turn the AWR surrender system off while playing Antistasi. That is at least what I do.
doubleagentaron 3 Nov, 2024 @ 9:37pm 
@O, Forest I haven't tried that, if I turn off surrender for antistasi can I still release and interrogate them?
O. Forest  [author] 24 Oct, 2024 @ 8:31am 
@doubleagentaron Glad you enjoy the mod! I have also used it with great success in antistasi. Personally I turned off the surrender system for Antistasi as it has it's own surrender mechanic.

But that is the great thing about arma. You can put the settings however you want :)
doubleagentaron 24 Oct, 2024 @ 12:19am 
otherwise really appreciate the mod, works really well antistasi ultimate, makes players getting downed more interesting. We have decided to let losing consciousness remain as well, while making it easier to get out of with an epi.

The actual dropping of the guns themselves is interesting. You've shot an enemy far away behind cover. Are they going to get back in the fight? Are they surrendering? Are they dying? Do they whip out a pistol when you are walking past what looks like a corpse? (we set that to 5% in the past) This is very fun.

Although, this presents two problems.

1.they are surrendering with a gun in their hands which can be confusing
2.if you release them, they run off with your loot

This is not an issue that needs fixing, more of just a note to anyone who wants to incorporate this into a server.
doubleagentaron 24 Oct, 2024 @ 12:12am 
@O. Forest That is true maybe a system where enemies have a chance to blow themselves up if they are alone, instead of the side arm.
O. Forest  [author] 21 Oct, 2024 @ 8:40am 
@doubleagentaron
You can already do that with ACE. You can press shift G and then middle mouse button to pull the pin of the grenade.
S. Spartan  [author] 21 Oct, 2024 @ 1:30am 
@doubleagentaron as we couldn't find a nice way to prevent players from using grenades you are always able to throw grenades
doubleagentaron 20 Oct, 2024 @ 6:20pm 
feature idea, in addition to drawing your side arm, players should be allowed to pull the pin on their grenade
子龙 26 Aug, 2024 @ 11:05am 
Maybe add a fall animation to fall on your side?Like ASR AI3's AI hit animation, shift+A/D+z triggers in the game, which allows us to fire on the way down. It's really cool.:steamhappy:
S. Spartan  [author] 1 Aug, 2024 @ 2:19pm 
@治水的大宇啊 It's on the list and actually something we are working on already. Though currently progess is slow, just busy with personal stuff
治水的大宇啊 1 Aug, 2024 @ 6:20am 
will it be added down animation?
S. Spartan  [author] 17 Jul, 2024 @ 3:12pm 
@MrMilkins We wrote some working settings in the description:

ACE Medical:
- Player Critical Damage Threshold = 10
- Pain Coefficieny at least 1.4
- Player Critical Damage Threshold = 25
Mr.Milkins 17 Jul, 2024 @ 2:40pm 
Does anyone have a good config you could share? I'm having a hard time trying to make it trigger the limping without fractures or getting knocked down with one bullet, thanks!
sammiday 15 Jul, 2024 @ 8:00am 
wowow this is incredible ^0^ :health:
O. Forest  [author] 24 Oct, 2023 @ 11:44am 
@STyx2909 I have not tested it, but it should not.
STyx2909 24 Oct, 2023 @ 11:14am 
How does the new ACE settings: chance to drop weapon when going unconscious and AWR have a chance to interfer?
S. Spartan  [author] 23 Oct, 2023 @ 10:03am 
@TechnoTroglodyte No additional changes (I also add the changes in the changelog). It was just the fix for the ACE update
O. Forest  [author] 23 Oct, 2023 @ 5:55am 
@TechnoTroglodyte The pain uncon chance has actually been there for awhile. It does not directly intefere with AWR, but if you have it one there is a chance you go unconcious from pain instead of the AWR mode
TechnoTroglodyte 22 Oct, 2023 @ 5:49pm 
Bro all good, so many of us have been scrambling to fix shit post ACE update lol

Is there anything that needed to change for you post update, like additional options or is it all the same?
I did notice that ACE now had a Pain Uncon chance, does that interfere with AWR?
S. Spartan  [author] 22 Oct, 2023 @ 3:53pm 
@Floofy Woofie Sorry if that caused any problems in your games. I hope it's working fine now :)

I just enabled the trace log to see if it's working correctly when I did the beta version for the ACE update. That was the same version that I published live. I forgot to remove that.

Feel free to let us know about any other issues you encounter.
Floofy Woofie 22 Oct, 2023 @ 2:21pm 
thank god my games been bugging out recently and seeing the logs have given me type 2 autism
S. Spartan  [author] 22 Oct, 2023 @ 3:58am 
Update has been published
S. Spartan  [author] 22 Oct, 2023 @ 3:28am 
Oh Sorry, seems like I published build with debugging. Will publish an update today
TechnoTroglodyte 21 Oct, 2023 @ 10:14pm 
Getting rpt spam since update
2023/10/22, 16:13:43 [AWR] (main) TRACE: 47630 Area Damages: _areaDamages=[0,0,0] z\awr\addons\main\functions\fnc_getPartsStatesByDamage.sqf:110
2023/10/22, 16:13:43 [AWR] (main) TRACE: 47634 Area Damages: _areaDamages=[0,0,0] z\awr\addons\main\functions\fnc_getPartsStatesByDamage.sqf:110
2023/10/22, 16:13:43 [AWR] (main) TRACE: 47635 Area Damages: _areaDamages=[0,0,0] z\awr\addons\main\functions\fnc_getPartsStatesByDamage.sqf:110
2023/10/22, 16:13:44 [AWR] (main) TRACE: 47678 Area Damages: _areaDamages=[0,0,0] z\awr\addons\main\functions\fnc_getPartsStatesByDamage.sqf:110
S. Spartan  [author] 27 Sep, 2023 @ 12:27pm 
@STyx2909 we will take a look at that, espacially as we use it in our events too.
A version for the current RC1 (Beta) will be uploaded as a new item in the workshop if it hasn't been released until then
O. Forest  [author] 27 Sep, 2023 @ 9:12am 
@STyx2909
Is that from the new ACE beta?
STyx2909 27 Sep, 2023 @ 7:26am 
ACE RC1
16:22:07 Error position: <select _classID;
if (_damage >= ace_med>
16:22:07 Error select: Type String, expected Number,Bool,Array,code
16:22:07 File z\awr\addons\main\functions\fnc_getPartsStatesByDamage.sqf..., line 34
16:22:07 Error in expression <e_medical_damage_woundClassNamesComplex select _classID;
if (_damage >= ace_med>
STyx2909 12 Sep, 2023 @ 11:24pm 
@Reticuli, videos from my gameplay 2023-09-11, ANTISTASI with AWR:

AWR video 1

AWR video 2
O. Forest  [author] 11 Sep, 2023 @ 2:11pm 
@Reticuli No that should not be AWR. Make sure you check the ACE cardiac arrest timer.
Reticuli 11 Sep, 2023 @ 1:58pm 
But if the thresholds are flip flopped and not tweaked properly, could one become unconscious, never wake, but never cardiac arrest? Because that's what I'm experiencing... granted it's rare now that I have Both selected in ACE Medical. As I have it set up, you're more likely to die of combined injury or someone finishing you off with a head shot or multiple torso shots than ever having to bleed out and cardiac arrest.
O. Forest  [author] 3 Sep, 2023 @ 11:24am 
@Reticuli they do reflect the ACE sliders yes. 25 damage threshold in AWR is the same as 25 Damage threshold in ACE. They just trigger two different things.
O. Forest  [author] 3 Sep, 2023 @ 11:23am 
@Reticuli AWR does not trigger any unconcious state. In fact it does not overwrite any of the ACE settigngs, including the cardiac arrest. All it does it add a state where people are knocked down without being unconcious. The only time where you might experience them not working together well is if you put the ACE damage threshold lower than the AWR damage threshold, because in that case ACE unconcious will always trigger before AWR does.

The mod changes nothning about ACE or how long you are unconcious.
Reticuli 3 Sep, 2023 @ 11:19am 
It's also difficult to tell exactly what your sliders & numbers mean. Are they intended for reflecting a ratio of the ACE sliders, are they overriding them, or are they meant to coexist and sit alongside all the ACE stuff uninterrupted unless one is triggered prior to the other and therefore making the other settings moot?

The most important part of your mod, IMO, is its ability to drop the injured to the ground and even disable them, not the other hit reactions or the ability to make them unconscious. There are already other hit & death reaction mods and ACE already can make you go unconscious. So if something needs to go from the mod or be deactivated if it can't be fixed to fully coexist, it's your mod's triggering of unconsciousness.
Reticuli 3 Sep, 2023 @ 11:16am 
Dropping below 25-30% (I forget exactly which) of blood volume with ACE triggers cardiac arrest. I don't believe that's adjustable, and don't need it to be. I didn't put anything in AWR at 30%.

Are all the unconscious states triggered by AWR supposed to be temporary, or are some of them meant to be permanent until revived by an outside party? I was hoping for the former (only temporary) and not the latter.

I was also hoping that AWR could coexist with ACE temporary unconscious from pain that is both from the pain setting and probability, ACE lasting unconscious from injury past its injury threshold, and also ACE cardiac arrest from blood loss. Doesn't seem the case currently.
O. Forest  [author] 3 Sep, 2023 @ 6:50am 
@Reticuli You can play with lower or higher settings than 30% if you want. It should not change any of the cardiac arrest settings. You might want to check the ACE settings and see what your cardiac arrest timer is set to.
O. Forest  [author] 3 Sep, 2023 @ 6:48am 
@Belhun works completely fine. We use it with KAT ourselves.
Reticuli 3 Sep, 2023 @ 1:23am 
Pretty cool, but seems to break the triggering of cardiac arrest at the less than 30% of blood volume point, and instead they just stay in a perpetual unconscious state unless someone causes a direct fatal injury. It also seems to prevent ACE unconscious from triggering its own state independent of AWR when a higher set of criteria are met.
Belhun 2 Sep, 2023 @ 6:04pm 
How well dose this work with KAT medical?
STyx2909 2 Sep, 2023 @ 3:07pm 
May I suggest adding a probability option to drop the primary weapon (like the secondary one)? It would add a bit more depth, specifically for AI, since they are more looking to surrender if they drop it, as they not always have a second one.
O. Forest  [author] 25 Aug, 2023 @ 3:41am 
@STyx2909 You will only fall the the ground if both legs are broken. We might change that at somepoint.

Regarding the burn damage, AWR does not touch the pain level, that is all ACE. Not sure if we are able to overwrite ACE values like that.
STyx2909 24 Aug, 2023 @ 11:14pm 
Body damage set to 1.1 and it seems to do the job.

-> suggestion: have AI and Player drop primary weapon chance to be a random number one can set, like the chance to hold the secondary weapon too, eventually.

-> burn damages deactivated, it fits me very well, but the extreme pain should remain IMHO, so it needs morphine.
STyx2909 19 Aug, 2023 @ 7:14am 
I tried with a Body Damage Treshold at 1.25 yesterday, but I was able to walk with a broken leg without a splint...
Trying new number.
S. Spartan  [author] 18 Aug, 2023 @ 9:06am 
@Patrick Haubner well I have to test it and see if there is an issue. Actually those bruises shouldn't be taken into account for the damage threshold.

What's your settings?