* Cleanup medical settings
* Fix extra [
* Allow giving IV/blood to self by default
* Medical Blood - Settings improvements and cleanup (#7069)
* Add more blood settings and cleanup
* Fix include before header
* Update addons/medical_blood/functions/fnc_init.sqf
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* Disable debug
* Cleanup moved settings
* Fix remaining setting descriptions
This just reimplemented the behaviour from #5864
I believe we though using `setUnconscious` command would make this
unnecessary, but testing seems to show that's not the case
* Fix severity of wound bleeding
I'm simplifying the nastiness calculations so that the wound config
specifies the worst wound and we scale it between 25% to 100% based
on the wound damage and number of wounds recieved.
Similarly I've updated the wound configs to more reasonable maximum
bleeding values based on the fact that they're percentages of cardiac
output being bled.
* Limit variance of pain modifier
This is to avoid unexpectedly high pain for small wounds or unexpectedly
small pain for large wounds
* Make more wounds increase chance for nastiness
Rather than guarantee
* Adjust worst damage scaling
This handles torso wounds better as they're typically around 0.3-0.6 for
6.5mm shots which makes them roughly medium sized.
* Fix cardiac output calculation
Previously the calculation didn't make sense as it wasn't outputting
a value in l/s. This method of calculation makes more logical sense and
provides a point of reference for what the bleeding values actually
represent (percentage of the blood being pumped that is lost - which now
has an actual volumetric value).
* Fix blood pressure after change to cardiac output
* Fix heartrate skyrocketing between 5l and 4l blood
Pretty sure someone accidnentally got these conditions the wrong way
around. This way blood pressure will first drop and then heart rate will
later go up to compensate.
* Fix comment typo
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
- The replacement setting may be disabled so we shouldn't prevent their
addition
- If it isn't, they will be replaced with suitable items which is fine
(and someone may want to design a mission that works either way)
* abc
* Revert "abc"
This reverts commit bcb4214bd9.
* Update to current commit
* Ports over NouberNou's dragon guidance
* Add Dragon model
* Make the Dragon CSW capable
* Fix bugs regarding argument order
* Add Dragon Attack Profile. Change how missileGuidance guidance_pfh works in order to allow for different types of missiles besides continious thrust
* Fix bug regarding missile direction. Add official US Army training manual for the dragon for reference purposes
* Adjust model to reflect real-life one
* Add attackProfile and guidanceProfile onFired functions
* Change Dragon "onFired" to reflect missileGuidance changes
* Only implementing the Super-Dragon. Remove Tabs. Add new lines to all files. Add string-table. Tweak missile flight dynamics
* Add sight description
* Fix inheritance issues. Missile damage values tweaked. Fix String Table. Add backblast area.
* Add feature wiki page.
* Fix picture issues
* Remove Dragon manual
* add missing semi-colon
* Tweak damage values. Fix formatting. Add lazy evaluation where applicable
* Disable the ability to switch to the unusable launcher. Convert rvmat numbers to equivalent but more readable numbers. Multiple code fixes. ace_csw required. Formatting fixes. TGA -> PAA. Remove unused comments in missile guidance code
* Dragon flight dynamics tweaked. Now assuming there is a booster angle creating wobble. Add a slight delay when the wire breaks to fire all of the service charges
* hpp newline fixes. Case sensitivity for model and rvmat references
* Update Wiki dependencies
* Revert "Update Wiki dependencies"
This reverts commit efc298c481.
* fix dependency component
* Changed inheritance structure to be more rigid. Remove un-needed config values. Fix script issues regarding positioning and the launchers aliveness
* get rid of the optic for the base dragon. fucking bi configs not making sense
* Lock non-useable dragon on initialization
* Add model.cfg for animations
* Fix formatting. Fix M47 Dragon Optic zoom
* Change LOD selection names
* Revert indentation, keep parenthesis. "Start, stop, start stop! Jesus! I'm starting to think Mattis is just a big cock tease"
* Re-update indentation of model.cfg
* Path fix. Whitespace fix
* Sight attach/detach on same vehicle
* If the sight gets detached, make sure the dragon goes dumb. Remove resetting of resting position when gunner gets out - looks stupid, but when the dragon is fired weird stuff happens
* disable debug
* Add EOF
* Maybe finally fix EOF problem
* Initial Commit
* Got rid of unneeded translation values
* Updated Strings
* "Fixed" issue where when you deploy the tripid and weapon on slope it freaked out.
* Fixed locality issues. Added timers to relavent functions.
* Added weights to all magazines/tripod. Weights to weapons coming soon when I transfer them to the launcher slot
* Fixed bug regarding localized strings. Created new tripod model
* Added timers for deploying/picking up the tripod. Changed ammo-box model from custom to one already in ARMA. Changed gun-bag model for a more generic one. Created a texture for the tripod and gunbag
* Removed ability to disassemble weapons via the addAction. Added ACE Action to get in due to a memory point issue. Changed from a static deploy/dismount time to one based in the weapon configs
* Created forward-compatability. Made it so I can define a base plate for any weapon if I ever want to expand from the generic M3 Tripod.
* Fixed bug where tripod wouldn't deploy with the correct times. Fixed bug where if you moved the tripod into the ground it would go flying.
* Added mortar compatability. Will probably shift whole mortar ammo loading to CSW one day
* Added icons to each relavent item
* Added README, possibly fixed bug where if you are in a weapon others cant load/unload ammo. Changed distance you can interact with weapons
* Added checks for when deploying the gun as well as unloading ammo to prevent duplication/deletion of items.
* Added documentation
* Added order to doc
* Explained why things are the way they are
* Remove temp files
* Removed redundant files
* Converted tabs->spaces. Added newlines at end of all files. Changed broken line in fnc_tripodDeploy.sqf.
* 100% newlines at end of file
* Added newlines to files that didnt get the change. Fixed README. Changed from GVAR(cswOptions) to GVAR(options). Changed from tabs to spaces in wiki
* Fixed issue with UAV assembling with enableWeaponDisassembling. Fixed bug where game would crash if you disassembled static weapon with more than 1 magazine
* Tabs->Spaces
* Added CSW options to base StaticWeapon class to allow for easier additions. Switched default mortar away from CSW system due to incompatabilities
* Lazy Evaluations and macros to describe how things work.
* Added newlines to script_component. Fix no-texture issue on tripod. "Fix" 20mm HE saying 40mm HE. Add custom icons to all weapons. Move "Check Ammo" to CSW menu
* abc
* Revert "abc"
This reverts commit bcb4214bd9.
* Update to current commit
* Revert changes to fortify.md
* Updated UI Icon to Crew Served Ammo branch UI
* Added Pabst's CrewServedAmmo to handle ammo loading/unloading instead of my solution
* Fixed bug where currentWeaponTurret returned a blank string when a player hasent entered hte weapon to select the current weapon
* Re-added ammo loading time
* Tabs->Spaces
* Newline at end of files
* Removed replaced functions
* Remove redundant strings. Move ammo handling to appropiate section
* Tabs->Spaces
* Update wiki
* Updated to fix crash with default weapons and disable CSW ability on default static weapons
* Added editor attributes to enable/disable CSW at edit time
* Change how ammo is removed from the CSW. Uses math instead of iteration
* Fix bug where assembled weapon did not get rid of default actions
* Added support for multiple types of ammo in one CSW
* Add tracer magazines for .50 cal
* Fix bug where you could load ammo even if the gun couldnt take any more
* Disable debug and enable compile cache
* Changed weapon deploy/pickup time. Removed custom Titan missiles. Using ACE Dragging now. Added progress bar check for pickupTripod. Updated documentation
* Removed check if CSW is full to unload ammo
* Fix bug where items would spawn underneath other items on wepaon dismount
* Change some things
* Configure base statics, improve returnAmmo
* Add mortar baseplate
* Remove explicit inheritance
* Fix bug where unloading ammo would duplicate it if you had room in your person.
* Tab->Space
* Player couldnt pickup tripod due to legacy code
* Fix GMG_01_base_F inheritce
* Port of ACE 2 tripod + ACE 2 CSW Bag
* Move ACE 2 Data to APL folder
* Adjust weights to make them more accurate to how ARMA uses it and the real life equivalents
* Fix bug where error was thrown on esc from picking up tripod. Tripod rotated 180
* Fix bug where if you called ace_common_claim the weapon could be set to be disassembled even though it may not be wanted via CSW
* Added ability to toggle ammo handling when weaponAssembly is disabled.
* Add Proxy Weapons for all Vanilla static weapons. These serve as a way to allow for realistic ammo reload times without having to modify base classes if you want feautres turned off. Adjusted reload and mount times to be more "realistic"
* Fix Shadow RPT Spam
* Update wiki
* Change order of setDir and setPos
* Change all setDir/setPos orientations. Remove redundant check. Ensure that weapon locked state reflects it with the "getIn" command. Add a way to pass in a specific classname for the weapon assemble type. Add a callback function onDisassemble if user wants to set the state of the new tripod using the old weapon as a reference
* Actually check for the carryWeaponClassname in the deployWeapon check
* Ai Compatiblity
* Add stringtable entries
* Formatting fixes
* Stringtables for settings, fix setMagazineTurretAmmo
* inherit ammo for mags, reorder stringtable
displays correct ammo and descriptionShort
* don't require ace_javelin
* Tweaks, cleanup, localzation, ace_reload changes
change weapon tag to [CSW]
tweak localization strings
minor cleanup
simplify some ace_reload funcs
* delete moved dev func
* Hopefully fix issue where to-be deleted tripod intersects with newly created weapon and vice versa. Remove PBOPREFIX newline
* cleanup/proxyWeapon/mk6 compat
* Modernize and cleanup medical_treatment
* One line for each old public function
* Fix litterCleanupDelay name
* Improve adjustment calcs / wound blood loss / medications
fix func descriptions
Calc wound blood loss on events
reorder includes so scritpmacroMed has global effect
trivial optimization for getCardiacOutput
Fix var
Fix wounds not reopening (nil _category)
Fix surgical kit inherting canBandage conditional
debug hitpoints
Update ACE_Medical_Treatment_Actions.hpp
Use woundBleeding for IS_BLEEDING macro
rework medication vars
comments
Reset var in init / fullHeal
Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* Change wound data array
Drop unique id and merge classId and category
* Splinting and treatment and gui
* Add arm fractures and aim effects
* localizations and event
* fix
* fix merge for renamed files
* Fixes and code review changes
* Move medical logs clearing to treatment
* More cleanup work
* cleanup
* Apply suggestions from code review
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* formating, rename bone images
* Fix args for setDead call in actionPlaceInBodyBag
* Apply suggestions from code review
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* disable calls to extension
* Update fnc_onMedicationUsage.sqf
* Medical - Skip unneeded setVars on initUnit (#6949)
* Medical - Transfer state machine state on locality (#6950)
* Medical - Transfer state machine state on locality
* Fix feedback isUnconscious var
* Exclude AI
* Make UAV excludes consistant, formating
* Update fnc_treatmentFullHealLocal.sqf
* reset fractures on respawn
* Fix merge
* Add PAK time coefficient setting
* Fix medication
* Add ace_medical_replacementItems config array
* checkItems performance improvement
* Treatment - cap max animation speed (#6995)
* Treatment - cap max animation speed
and add lock to prevent AF from reseting anim
* Update fnc_getBandageTime.sqf
* Use local version of setAnimSpeedCoef
* Revert "Use local version of setAnimSpeedCoef"
This reverts commit 36c22a9047.
* Move replacementItems compiling to preInit
* Improve replacementItems compiling
* Cleanup splint functions, use macros for fractures
* Rename splintCondition to canSplint
* Add cprCreatesPulse setting
* Cleanup remaining functions
* Capitalize stringtable entry names
* getStitchTime function and fix treatment locations
* Update addons/medical_treatment/functions/fnc_getHealTime.sqf
Co-Authored-By: SilentSpike <silentspike100+Github@gmail.com>
* new reticle for spotting scope
* reticle b
* illuminated reticle for night
* use orig spotting scope reticle, bigger occular
* fix spotting scope attenuation
* Add support for multi-bang flashbangs
It also adds some randomness to 1-bangs as a side effect,
but I don't think that's a big deal.
Also adds flashbang documentation to wiki.
* Increase rate at which flashbang attenuates
Apologies for the magic numbers. I just tested a few out
until I was happy with the result. The radius could probably
afford to be reduced a little further.
* use max deviation in config, fix wiki file name
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update stringtable.xml
* fix
* Improve adjustment calcs / wound blood loss / medications
fix func descriptions
Calc wound blood loss on events
reorder includes so scritpmacroMed has global effect
trivial optimization for getCardiacOutput
Fix var
Fix wounds not reopening (nil _category)
Fix surgical kit inherting canBandage conditional
debug hitpoints
Update ACE_Medical_Treatment_Actions.hpp
Use woundBleeding for IS_BLEEDING macro
rework medication vars
comments
Reset var in init / fullHeal
Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* Change wound data array
Drop unique id and merge classId and category
* Splinting and treatment and gui
* Add arm fractures and aim effects
* localizations and event
* fix
* cleanup
* Apply suggestions from code review
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* formating, rename bone images
* Apply suggestions from code review
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* disable calls to extension
* Update fnc_onMedicationUsage.sqf
* Medical - Skip unneeded setVars on initUnit (#6949)
* Medical - Transfer state machine state on locality (#6950)
* Medical - Transfer state machine state on locality
* Fix feedback isUnconscious var
* Exclude AI
* Make UAV excludes consistant, formating
* Update fnc_treatmentFullHealLocal.sqf
* reset fractures on respawn
* abc
* Revert "abc"
This reverts commit bcb4214bd9.
* Update to current commit
* ShotShell requires velocity to simulate itself, so always spawn it with velocity