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#3888584 01/03/14 01:54 PM
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Any mission designers want to try putting this script in their missions for next week?

A3 Wounding System

I don't really have a problem with the script we are using now, nor near_blinds additions/modification but there are a couple of features here that could be very useful once someone calls out that they are down.

Namely:
- markers show injury units on the map
- 3D icons show injury units ingame within a circle of 30 metres

There are many times when people don't mark their spots on the map (or do so in the wrong channel - I am guilty of this too). Also, with bodies becoming 'submerged' in the terrain or lost in the grass, a 3d marker would be very helpful.

There are some other nice features in there to:
- injury state without being really [dead]
- optical bleeding effects
- a player who starts the healing process can abort the healing by pressing "backward" if needed (maybee under fire)
- progress of healing is visualized (progess bar)
- different states of health after a unit becomes first aid (depends on healer role and equipment... FAK's & Medikits)
- a critical hit (direct headshot or heavy explosions) kill a unit immediately if realisitic-mode is enabled

Any thoughts?


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3) Fuel in the truck;
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Fridge #3888626 01/03/14 02:48 PM
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hmm the markers and progress bar sound very usefull, its worth a look thats for sure.


SimHQ Arma3 sessions, weekly semi-serious co-op action for all ages and skills! check the forum sticky for more info!

http://simhq.com/forum/ubbthreads.php/topics/3732626/SimHQ_Arma3_Sessions,_who,_wha#Post3732626

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Fridge #3888754 01/03/14 05:26 PM
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Yes, I'll examine this. An automatically placed marker would be handy.

Or heck, lets just be simple and show the glowing hexagon and red cross overlay on wounded units!


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Fridge #3888888 01/03/14 08:40 PM
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One thing that bugs me is unless you're unconscious or BADLY wounded in reality you'd be able to lift an arm, call out, or otherwise draw attention to your location when wounded.

The timer seems...overly aggressive. If you get shot right at the beginning of an engagement, the odds are you'll have bled out LONG before it could be clear enough for you to be dragged to safety let alone healed.

While it's true sometimes that would happen, in practice I would imagine if you're going to die in 30 seconds, someone getting to you in that time would be inadequate to save you, you're probably dead no matter what.
Making the timer a couple of minutes would be more helpful.


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The anteater is wearing the bagel because he's a reindeer princess. -- my 4 yr old daughter
Fridge #3888899 01/03/14 08:53 PM
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Yeah but I don't think that the script we are using, necessarily isn't correct given the broad range of injuries that can be taken and the level of help you get. Right now it might be 30 seconds but you are fully combat capable right after ... so it's a trade off of sorts :-)


Fridge
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Things which do you no good in aviation:
1) Altitude above you;
2) Runway behind you;
3) Fuel in the truck;
4) The airspeed you don't have.
Fridge #3889003 01/03/14 10:53 PM
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I downloaded it and gave it a whirl. Overall I like it. It has some animation wonkyness at times, and you need to change the default configuration if you don't want to be able to take hits like you're clad in chobham armor.

My only real concern is that when the AI healed me, it took something like 40 seconds for the process to complete and the bleed out clock only stops afterthe healer is done. Oddly, when I healed them it didn't take nearly as long. I'm curious to see how it works in MP.

@Jedi
The bleed out timer on the script we're using currently is a configurable variable and can be extended easily. Speaking for myself no one has spoken up about it so I left it at the default for my missions. If players want it to be longer, it can easily be made longer.


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yea as near_blind says the timer in the current script can be extented with ease, its set at 50 secs now, in some missions i've set it to 80 secs.

I've yet to give this one a go though, what setting did you use instead of the defualt one near_blind? 1 or 2?


SimHQ Arma3 sessions, weekly semi-serious co-op action for all ages and skills! check the forum sticky for more info!

http://simhq.com/forum/ubbthreads.php/topics/3732626/SimHQ_Arma3_Sessions,_who,_wha#Post3732626

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Fridge #3889110 01/04/14 02:28 AM
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I am worried about the missions that Meatshield has added fog and extended the beed out to 80 seconds. Just how many opfor are out there waiting for us?!


Personal Chobham armor sounds nice.


Everybody gets everything they want. I wanted a mission. And for my sins..they gave me one.
Fridge #3889123 01/04/14 02:44 AM
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All joking aside I would like to see the timer extended for bleed out. The current timer creates this mad rush to get to everyone who is wounded, which creates more casualties in the line of fire. As Jedi mentioned, the thirty seconds feels very arbitrary.

On that first mission on New Years Day we took several wounded engaging the outpost and it turned into a revive fest. I actually tried to drag Adlabs out first, but then felt I was going to run out of time so I went for the revive and then got shot alongside of him. With a 90 second timer I might of impressed upon everyone to pop smoke, get safe and then start reviving the wounded. I think the time being helpless is penalty enough to the player without making it harder on the medic.


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Originally Posted By: Meatsheild
yea as near_blind says the timer in the current script can be extented with ease, its set at 50 secs now, in some missions i've set it to 80 secs.

I've yet to give this one a go though, what setting did you use instead of the defualt one near_blind? 1 or 2?


2 seemed normal-ish.


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Originally Posted By: TankerWade
All joking aside I would like to see the timer extended for bleed out. The current timer creates this mad rush to get to everyone who is wounded, which creates more casualties in the line of fire. As Jedi mentioned, the thirty seconds feels very arbitrary.

On that first mission on New Years Day we took several wounded engaging the outpost and it turned into a revive fest. I actually tried to drag Adlabs out first, but then felt I was going to run out of time so I went for the revive and then got shot alongside of him. With a 90 second timer I might of impressed upon everyone to pop smoke, get safe and then start reviving the wounded. I think the time being helpless is penalty enough to the player without making it harder on the medic.



Personally I like that the medic script time adds tension and caution. I dislike having some squadies run off 'on their own', get shot and call for a medic. Lower time keeps everyone close :-)


Fridge
----------
Things which do you no good in aviation:
1) Altitude above you;
2) Runway behind you;
3) Fuel in the truck;
4) The airspeed you don't have.
Fridge #3889758 01/05/14 08:09 AM
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well i've done a mission with this script for tonight so we'll see how it works. I've also increased the time with the current script, so we'll see how that works as well smile


SimHQ Arma3 sessions, weekly semi-serious co-op action for all ages and skills! check the forum sticky for more info!

http://simhq.com/forum/ubbthreads.php/topics/3732626/SimHQ_Arma3_Sessions,_who,_wha#Post3732626

All spelling errors are included free of charge and courtesy of a broken spell checker!
Fridge #3890497 01/06/14 05:16 PM
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Yeah, 90 might be a better number.



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The anteater is wearing the bagel because he's a reindeer princess. -- my 4 yr old daughter
Fridge #3890508 01/06/14 05:28 PM
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That new script was a disappointment. Near blinds updates were goo though. As were the updates allowing us to switch fireteams.


Fridge
----------
Things which do you no good in aviation:
1) Altitude above you;
2) Runway behind you;
3) Fuel in the truck;
4) The airspeed you don't have.
Fridge #3890535 01/06/14 05:57 PM
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The group change addon gave me some trouble. Twice somebody in my team assumed team leader position from me (I had started the mission as Team Leader). I tried using the command to re-assume the lead, but within a few moments, somebody else was back in charge.


WARNING: This post contains opinions produced in a facility which also occasionally processes fact products.

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