Closed KoffeinFlummi closed 9 years ago
Nice! However, it would be better to do this in a branch until at least 95% sure everything works.
Is there a possibility XMedSys 1 could be implemented? It already supports AGM Interaction menu and it's a very good medical system, I also see X39 around this hub often.
Just an idea.
Is there a possibility XMedSys 1 could be implemented?
Can't do because of licensing issues (AFAIK XMedSys is not open source) . Besides, AGM_Medical is works better. Those willing can of course remove AGM_Medical and use XMed.
Okay, it's better regarding bugs, but kinda unusable for some, like #916 and X39 has it on GitHub, but I haven't looked into the license really. Anyways, I was just wondering, keep up the good work.
X39 has it on GitHub
Glad to see that; I didn't know. However, without an explicit license we cannot use any of that anyway. Killing AGM_Medical doesn't make any sense though; more alternatives is always better.
Yep, true. :)
feel free to take over XMedSys (its hard to support it due well known reasons ... (XMS2 is a fucking hard peice of shit ... but well ^^ still feels better then XMedSys for me :smile: and at some spot i will also make it look like XMedSys by changing a variable or someting like that ...)) just dont forget to give propper credits
but ... tbh i dont think using XMedSys would archieve a that big difference at all ... you need to replace all XLib stuff if you dont want another depency
((XMedSys is somewhat opensource but i have no fucking clue how to add/change the license AFTER the repository got created ...))
For taking over XMedSys ... there would be one big thing you would need to fix before do (or better: to change) the blackOut currently is one of XMedSyss big noGos (at least for me ...) also the entire code is pretty messed up
well ... i started XMS2 not for fun
I'd close all of these:
https://github.com/KoffeinFlummi/AGM/issues/111 https://github.com/KoffeinFlummi/AGM/issues/293 https://github.com/KoffeinFlummi/AGM/issues/716 https://github.com/KoffeinFlummi/AGM/issues/1155 https://github.com/KoffeinFlummi/AGM/issues/1196 https://github.com/KoffeinFlummi/AGM/issues/1303 https://github.com/KoffeinFlummi/AGM/issues/1451 https://github.com/KoffeinFlummi/AGM/issues/1453
Because they will be obsolete after this. Objections?
I have ideas on how to force the AI to do some basic actions, like apply bandages and morphine to themselves and group members. Please take AI into consideration while rewriting this.
No objections.
Also https://github.com/KoffeinFlummi/AGM/issues/1473 No point in leaving so many issues opened.
I'm working on functions to load/unload passengers for all vehicle positions, including co drivers, person turrets (ffv) and co pilots.
You know you can just type the issue number without "Fix" and it still gets connected, no need to keep closing and opening the issue.
Is another level of injury planned, Defibrillators for example?
You know you can just type the issue number without "Fix" and it still gets connected, no need to keep closing and opening the issue.
I'm not closing and opening anything... The multiple commits are caused by rebasing.
Is another level of injury planned, Defibrillators for example?
Not really.
Ahh okay, nevermind then. You are the GitHub expert.
Another level with Defibs would be very nice though, but on the other hand I totally forgot MEDEVAC vehicles will be a thing, so basically replacing defibs (at least in the way we used them).
Suggestion: Order of treatment is important. IRL a medic treats a patients body parts in the following order: (from critical to less critical)
Source: Real life Combat Medic
How configurable do you hope this to be? It would be awesome if it would be very, that way it could basically fit many different groups, be changed for different playstyles, different settinga for different missions...
How configurable do you hope this to be? It would be awesome if it would be very, that way it could basically fit many different groups, be changed for different playstyles, different settinga for different missions...
Not quite sure what you mean? The general structure of the system isn't really going to change, except for a few enhancements (as mentioned in the OP), so all the module options are going to stay the same.
Maybe more module options, whatever the rewrite will bring that can be changed. For example MEDEVAC vehicle need, AI screams yes/no...etc.
Maybe more module options, whatever the rewrite will bring that can be changed. For example MEDEVAC vehicle need, AI screams yes/no...etc.
The MEDEVAC will be an additional option, yes, although I don't think we really need an option for AI screams...
Nah, I was just giving examples. Good job so far!
AGM_Box_Medical
doesn't use $STR_AGM_Core_AGMTeam
for author
.The Medical box is a strong, independent box and doesn't need to conform to the standards of the system, man.
Suggestion: With severe damage to either Head or Torso one shouldn't wake up randomly Source: Real life Combat Medic (Same as in: comment above)
Well originally it was fairly rare to wake up, but after some situations where the medic got hit first (which happens quite often due to AI priorities), we decided it was better for gameplay if everyone has a chance to recover, given enough time and bandaged wounds.
This may be good for COOP but totally screws PVP scenarios (Assuming you have "Prevent instant death" and "Prevent death while unconscious" enabled). You can't have someone staying back and "guarding" the bodies.
Probably it'd be worth making this a module option.
Don't make to many fuccking module options. Do what you think works best.
Why not module options? Set a default and make module options,more configurability is better imo.
Why not module options? Set a default and make module options,more configurability is better imo.
Yes, customization is generally a good thing, but the more options you introduce, the more combinations you get, and the harder it is to make sure everything is working under all circumstances.
I see.
Forced rapid loop of unconscious/conscious animations happen as well.(#1572) This happens when dieing inside a vehicle and ejecting, experienced it with helicopters the most.
Feature requests: Enable dying from bloodloss only instead of max unconscious time. If a player is bandaged up he will not die. The benefit is that medical vehicles have a use, if a patient is loaded into one he is considered stabilized even if not bandaged and will not die. this setVariable ["AGM_IsMedic", true]; on a vehicle will give awake people inside it the ability to treat people (bandage, morphine, epi). This would make extracting wounded players a strategy, even without medical vehicles in the game without setting max unconscious time to infinite or on a really long timer. Ability to configure the wake up rate?
Going unconscious sometimes leaves you standing up or in the crouched position. While switching stances maybe? Sometimes happens when they're ejected from a vehicle. (#1572)
Might be fixed with https://github.com/KoffeinFlummi/AGM/commit/e793ad0adbf03aa0bbf6766d60bda2aaf9943f96
From my testing, this is caused by switching the animation during non looping animations. The algorithm to detect transitional animations didn't detect switching stances and ejecting / mounting vehicles. Now it does.
Closing this. All further discussion should go here: #1491
Using any of:
[player, 0] call AGM_Medical_fnc_knockOut;
[player, 1] call AGM_Medical_fnc_knockOut;
[player, 999] call AGM_Medical_fnc_knockOut; [player] call AGM_Medical_fnc_wakeUp;
gets you stuck in the unconsciousness animation, but awake. This is caused by the unconsciousness animation not beeig finished and repeating itself after waking up. After that, you'll always be in the unconsciousness animation even after getting knocked out again.
Edit1:
Something similar does not happen if you use:
player playMove "unconscious"; player playMove "amovppnemstpsraswrfldnon";
Diagnosig with pistol causes the switch-from-rifle-to-pistol transition in prone stance after the action, even though you don't have a rifle selected. The rifle magically teleports into your hand.
That first issue should be fixed, you can fix the other one yourself, since it's you who wanted all those animations. Also, please create seperate issues for new bugs. Makes tracking easier.
k
I couldn't test this on players yet, but it seems like AI always die when getting hit in the chest twice with a P07 pistol. Seems a bit out of balance if you ask me.
I couldn't test this on players yet, but it seems like AI always die when getting hit in the chest twice with a P07 pistol. Seems a bit out of balance if you ask me.
There's a 50/50 chance whether AI goes unconscious or dies. Units with "AGM_allowUnconscious" always go unconscious.
fn_handleDamage@L185
Did some more testing. The AI always dies after 2 hits in the chest. No 50/50. Was using a P07.
Edit: I was testing this in a local hosted LAN game. Another issue: Hitting the AI in the right or left arm also always damaged the right leg aswell. BIS probably fucked up again.
Excessive damage in torso is fixed in https://github.com/KoffeinFlummi/AGM/issues/1664
Dunno about the Right Leg damage yet. I'll do some more testing in LAN tomorrow.
MP: The damage tetris is broken.
Hitting anything wounds the left leg in addition. Hitting the right arm wounds the left leg. Hitting the left leg twice damages the right arm.
Even though they are damaged and bleeding, there is no blood texture.
MP: The damage tetris is broken.
Damn. Do you think this is due to an update in A3?
Not sure if it's the proper place for a such message, sorry if it is not : A guy I'm playing with changed a bit the pain visual effect from agm_medical (0.94.1). We use it for personal use. As it is based on something you made, I think it's more polite to tell you about that and share it with you. The handle-damage.sqf (pastebin) : http://pastebin.com/aydSNTve The whole agm_medical.pbo (including new sound) : https://www.dropbox.com/s/owjltk99pz6rljn/agm_medical.pbo?dl=0
Thanks for sharing! We actually implemented similar things for v0.95 (an alternative pain effect and screams).
The bugs with not switching to the unconsciousness animation should be fixed now. No idea if that fixed the getting stuck in unconsciousness animation aswell.
Shouldn't this be grayed out? Or is this new feature that you have to actually always diagnose yourself to know what to bandage?
feature
Oh boy, here goes...
Reason
Medical has been changed extensively over the months and has grown slightly frankensteinian.
Objectives
moved to #1491.
Still needs to be done: