Arma 3
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MK_MedicalSystem (0.7.6 BETA)
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
36.402 MB
Aug 13, 2022 @ 5:27pm
May 17 @ 3:46pm
52 Change Notes ( view )

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MK_MedicalSystem (0.7.6 BETA)

Description


v 0.7.5 BETA
Public Test run.

Report undesired behavior.

Special thanks:
  • Tali - who was my test subject during the development of this mod during the earliest versions.
  • AlanKVA and his community - For the constant playtest that allowed me to pinpoint some specific issues that would not be otherwised noticed.
  • Kek - For the support and hours of constant playtest, as well as balance feedback for item uses.
  • Soraa_Chi - for the support to pinpoint an issue with the dazzlement algorithm

Warning: This is partially representative of the final product, issues can still linger in current beta version and should be considered in test phase. There are features still missing to be added/polished in order to be considered in stable version.

The mod is required by the server/host in order to work on clients, if it's not loaded, the users won't be able to use the items in the mod, this is intentional!

Note: This will create a dependency for the mission if you place any of the modules included by the mod!. If a dependency is created, the mission won't load back if the mod is unloaded.




MK_Medical is a system based in vanilla healing system trying to bring a experience similar to BSG Tarkov and ACE, an intermediate to be precise.

The system features the following:
  • Visual representation similar to BSG Tarkov status tracking.
  • Automatic transformation of vanilla medical items into compatible KMP medical items.
  • General and limbs grouping health tracking.
  • Hunger and hydration system that allows a flexible game environment for buffs and de-buffs according to injected components or consumed items.
  • Ambiance temperature tracking according to scenario type and altitude, penalties if player is in a freezing/heat stroke inducing environment as well as items to counter act this.
  • Bleeding at light and heavy rates according to damage received.
  • Generalized broken bone system for the limbs that affect your movement and weapon sway.
  • Burn, shrapnel and fall damage.
  • Medication buffing including PP effects and negation of de-buffs.
  • Player and AI Revival systems (requires vanilla medical system module active)
  • Player and AI treatment system, you are able to play medic roles.
  • Visual feedback when suffering from concussions and bleeding or when junkied-up by meds and other various effects.
  • Auditory feedback for the current state of your unit.
  • Custom healing, drinking and eating mechanic similar to BSG Tarkov. You are basically able to select how much of a medical/survival item to consume.
  • Over 20 different food items with different amount of energy recovery and additional metabolism effects. (Thanks KMP!)
  • Over 20 different water items with different amounts of thirst recovery + empty + refilled items. (Thanks KMP!)
  • 7 different buffing items (injectors).
  • Over 20 different healing items, including bandages to stop bleeding, suture kits, medikits, etc.
  • Revival capabilities using certain items from this mod, this makes the vanilla revival system compatible with this mod!
  • Medical Ai capability and parameters that can be turned on an off via module for scenario creation. AI is able to heal and revive you as long as they have the required items. This work for AI on AI operation too!
  • Full integration of custom medical classnames via module found for scenario creation, this allows the mission maker to integrate any classname as a medical item for MK_Medical according to the category assigned to it.
  • Medical Ai commandering: Request support from your own AI medics and be ready for even the toughtest battle. This system comes enabled by default, you can disable it by placing the module for you mission and turning the options required off.
  • Radiation system that affect both players and AI that includes configurable classnames for items and radiation resistant equipment, as well radiation reduction items.
  • Sound attenuation system and hearing damage.
  • Custom screams for hit and death of all terrestrial units that are MAN type.
  • Flashbangs and flashlight blindness.
  • Tons of extra stuff for systems.


In the end this system will be similar in a lot of ways to ACE, so it won't be compatible with its medical module.

Furthermore, this system is taking in consideration a much more arcade-y approach balance wise, some people might not be overly ecstatic because of that.

This system was originally created to be used on this scenario:
Arma 3 E.F.T

But you are free to use it for you missions, KMP will be required.



How to use:

See pinned discussion.

DISCLAIMER:
All the calculations required by the AI medical system are done by the machine in which the unit is local to!

This means that having 300 AI medics running around if you are hosting is not a good idea!
Consider sending medical units to H.C or have them be handled by the server when designing your mission.

This is a system DEVELOPED FOR INFANTRY, vehicle warfare effectiveness cannot be assure at the moment being.

Compatibility:
  • None with any other medical system except vanilla.
  • Custom damage mods that handle gravity/acceleration forces are compatible.
  • Custom damage mods that handle fire systems are compatible.



    Licensing:
    • You can use this mod in any NON-MONETIZED server.
    • You can create derivative work, modifications or additions from/to this mod as long as the original version is used as a dependency and some sort of attribution is made.
    • You can not sell any derivative work of this mod.
    • You can not repack this mod.
Popular Discussions View All (2)
0
Mar 23, 2023 @ 6:16am
Known Issues (0.7.5)
MK_
0
Nov 29, 2022 @ 9:36am
How to operate the systems:
MK_
22 Comments
MK_  [author] Nov 24, 2024 @ 12:25pm 
@Малый толстый дра

There is a wiki article in the discussions for the mod.
You can also contact me throught the KMP discord, just follow the link in the description to the EFT scenario we have and join the discord thought there since posting the link in multiple posts make steam delete it.
Asuka Nov 24, 2024 @ 7:43am 
dont know how to use
MK_  [author] Oct 18, 2024 @ 4:44pm 
@WolfGaming281TV you can intercepted the variables ingame however you want.
The module sets them up globally and sync it by making them public to each client.

There is no solution provided by me since I can only plan for so much different scenarios, this is something that is ideally made per mission basis. Thanks for understanding.
WolfGaming281TV Oct 18, 2024 @ 5:41am 
mod looks amazing but would it be possible to create a function to edit the food and water drains etc, like in the pictures above, via the addon options menu as an admin for dedicated servers. just makes it easier to edit during a mission should something go wrong.ty :)
MK_  [author] Aug 12, 2024 @ 5:05pm 
hi @johnny Darkfang, looks like I wiped the custom keybind by accident in previous updates. You can change the keybind in the vanilla controls tab just scroll down the list until getting into the one for the Medical System. Cheers
Johnny '300' Blackout Aug 11, 2024 @ 9:08pm 
So the page shows to bring up the medical tab, it's lctrl+M but it does nothing for me, nor do I see a configure setting for it so I can change it
MK_  [author] Apr 19, 2024 @ 6:02am 
@Gman

Most likely not setting up the module for the system configuration is what causes the issue. The default timer is pretty short in order to force the module being placed and correctly configured.

In the system config module, Interval tick is what controls how often the timer of the survival system reduces the Amount Tick.

The interval is in seconds as the minimal time in which the reduction of the amount will happen upon your total values.

If you need help setting it up, you can hit me up in KMP discord.
You can find the link in the mission linked in the description, otherwise steam marks it as spam.
Gman Apr 12, 2024 @ 8:33am 
I was testing this out last night to see if it'd be a good middle ground for medical during single player gameplay and had a strange bug show up. After about 1 minute in game, I would start taking steady damage. Character would drop dead from nothing after another 30 seconds or so. It seemed like a scripted event, cause it was very consistent. Very possible I just setup the modules incorrectly. Issue disappeared after disabling this mod.
MK_  [author] Apr 5, 2024 @ 5:30am 
@little andy

Thanks for the context.
I'll have it in consideration for the next patch, same as being able to "die" in the main menus.
little andy Apr 4, 2024 @ 7:06am 
@MKNavaG

i could accidentally hit my binded key for the medical menu, and it'd open in eden
sometimes when I closed it with ESC, it froze my eden camera in place and I couldn't move my camera (WASD) or interact with anything (e.g. copy and paste)