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Though the code for AWR is open source so everyone may contribute: https://github.com/Spartan190/Adv_Wound_Reaction
https://www.reddit.com/r/arma/comments/1fsgmd6/demo_the_most_realistic_first_aidhit_reactiongore/
But that is the great thing about arma. You can put the settings however you want :)
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.
You can already do that with ACE. You can press shift G and then middle mouse button to pull the pin of the grenade.
ACE Medical:
- Player Critical Damage Threshold = 10
- Pain Coefficieny at least 1.4
- Player Critical Damage Threshold = 25
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?
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.
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
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
Is that from the new ACE beta?
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>
AWR video 1
AWR video 2
The mod changes nothning about ACE or how long you are unconcious.
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.
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.
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.
-> 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.
Trying new number.
What's your settings?