Arma 3
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Project injury Reaction (PiR)
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Data Type: Mod
Mod Type: Animation, Mechanics
Content Descriptors: General Mature Content, Frequent Violence or Gore
File Size
Posted
Updated
43.083 MB
Feb 24, 2019 @ 5:15am
Aug 14 @ 3:45pm
164 Change Notes ( view )

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Project injury Reaction (PiR)

Description
Description:
This project adds different types of reaction on injury.
As well as the ability to first aid and drag the wounded.
All this works for player and AI.





Educational videos:
How it works video

Advanced medicine video


Types of reaction:
  • Knocking out weapon
  • Knocking down helmet
  • Cramps
  • Crawls
  • Reaction to pain
  • Contusion
  • Loss of consciousness
Also possible transitions from one state to another.

Additional features:
  • Two treatment systems, simplified and extended.
  • Fragments system for explosions.
  • Changed ragdoll.
  • Changes in motion animations.
  • Ability to shoot from a grenade launcher while lying down, you need to press a combination of buttons (Shift + S).

Description of the mod's mechanics for players:
If you are wounded and you can crawl, or if your weapon has been knocked out, then you need to move a certain distance, or wait a certain time to go to the next state.
To provide medical assistance, the button must be held until the end of the operation. Help as well as dragging can be done only when the player is in a state of unconscious. This condition is the end for any injury.

All setting you can find in CBA mod menu
Not compatible with ACE3 medical system. Not planning at all. 200% out of 100% guys.
Stop asking pls, thank you.

In case of using this mod with ACE3 you need to use this version of ACE.

FROM NOW AND BEYOND WE'LL IGNORE ANY POSTS ABOUT ACE COMPATIBILITY.

To completely eliminate influence of the mod to the unit:

_unit setVariable ["dam_ignore_hit0",true,true];
_unit setVariable ["dam_ignore_effect0",true,true];

Mod discussion[forums.bohemia.net]

Related mods:
Anims for PiR NoIdle
Anims for PiR ACE NoIdle
Anims for PiR
Anims for PiR ACE
Anims for PiR WW2
Anims for PiR WW2 ACE
ACE3 for Project injury Reaction (PiR)
PiR frags RHS compatible
PiR frags Murr compatible
PIR Death and Hit reactions compatible
Zeus Modules for PiR

________________________________________________________________________________________



Обучающие видео:
Видео с подробными объяснениями как это работает

Видео с расширенной медициной

Описание:
Это система, добавляющая различные типы реакций на попадания в юнита.
А также возможность оказания помощи и оттаскивания раненных.
Всё это работает и для игроков и для ИИ.

Варианты реакций:
  • Выбивание оружия
  • Сбивание шлема
  • Судороги
  • Переползания
  • Реакция на боль
  • Контузия
  • Потеря сознания
Так же возможны переходы из одного состояния в другое.

Дополнительные возможности:
  • Две системы лечения, упрощённая и расширенная.
  • Система осколков для взрывов.
  • Изменённый рэгдолл.
  • Изменения в анимациях движения.
  • Возможность стрелять из гранатомёта лёжа, что бы лечь, необходимо нажать комбинацию кнопок (Shift + S).


Описание механики мода для игрока:
Если вас ранили и вы можете ползти либо если у вас выбили оружие, то нужно переместиться на определённое расстояние, либо выждать определённое время, для перехода в следующее состояние. Для оказания медицинской помощи необходимо удерживать кнопку до конца операции.
Перетаскивать или оказывать помощь можно только тогда, когда игрок находится в состоянии некондиции. Это состояние является конечным для любого ранения.

В меню CBA имеются настройки мода.
Не совместимо с ACE3 медициной. Совместимости в планах нет.
Работает с ACE3'ом если использовать эту версию ACE.

Что бы полностью исключить влияние мода на юнит:

_unit setVariable ["dam_ignore_hit0",true,true];
_unit setVariable ["dam_ignore_effect0",true,true];

Обсуждение на форуме[forums.bohemia.net]

Сопутствующие моды:
Anims for PiR NoIdle
Anims for PiR ACE NoIdle
Anims for PiR
Anims for PiR ACE
Anims for PiR WW2
Anims for PiR WW2 ACE
ACE3 for Project injury Reaction (PiR)
PiR frags RHS compatible
PIR Death and Hit reactions compatible
Zeus Modules for PiR

v
Popular Discussions View All (11)
475
Aug 4 @ 6:41am
PINNED: Bug reports
Cucumber
432
Sep 13 @ 10:56am
PINNED: Your requests,suggestions
Cucumber
2
Sep 1 @ 5:36pm
Wounding issues
LostFade
3,309 Comments
0-0  [author] Sep 21 @ 3:17am 
Lamami

Yes, read the description.
Lamami Sep 21 @ 2:48am 
Is there a way to disable the animations when you lower the weapon and standby?
Sep 3 @ 1:29pm 
Ahh, okay that makes sense. If I have any success with it I will let you know. Thanks anyways :steamthumbsup:
0-0  [author] Sep 3 @ 1:14am 


There is a rather complicated system there and I made it a long time ago) That's why I don't remember)
Sep 2 @ 7:18pm 
Yes the AI help each other all the time but never the players. Thats the issue i'm trying to solve with a manual keydown script that will just call the nearest AI quickly, but I do not understand the variables in the code like "uncondition" and "Unconsition" etc.

I just want to know which variable need to be set to the AI to make them begin healing the player after calling them over to your location
0-0  [author] Sep 2 @ 5:57pm 


Have you seen AI helping each other during a game? Surely yes)

So... AI helps a player in exactly the same way. That's why it works, just don't expect the help to be instant.
Sep 2 @ 5:18pm 
Yeah I dont know why its never worked. Every other function of the mod works perfectly well. I've tried removing lambs (the only AI mod used) and it still never works.

I can make a simple script to fix it but I do not know what your variables mean and was hoping you could share some details to what variable checked when the player is down and what the variable is when the AI heals them
0-0  [author] Sep 2 @ 1:14pm 
@Ↄ

This works 100% with vanilla AI. And 100% works with Bcombat.
I haven't tested it with other AI mods.
Sep 2 @ 10:48am 
And yes I know it probably works just fine in your private tests
Sep 2 @ 10:46am 
Im sure there is but it literally never works