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thanks for the tips, definatley worth putting into the mod!!
need a little break from code first, its been more work than I expected. Will have a look in couple of weeks
ty bendy
I've noticed that all IA from your group try to come and revive you, all at the same time. If your group was in several vehicles, nobody in your group stays to man the guns. Even if there is just one casualty. To reproduce, I've set a group of 3 armed vehicles, some mines, and enemies in range. The group leader is on the 1st vehicle, spot the enemies, the rest of the team open fire. The 1st vehicle drive through the mines and is uncounscious outside his vehicle. All the other IA in the group stop firing and disembark to revive him. I've used Psyko AI revive (https://steamcommunity.com/sharedfiles/filedetails/?id=2996342068) for some time, with this one only one IA stops to heal the team leader, the others stays in the vehicles. Do you think you can limit to one healer per unconscious ?
-Players group only
-players side plus player group
-player side excluding player's group
-enemy side
-all sides including player's group
-all sides except player's group
- I really would like an option to make incapacitated invulnerable without doing the same to the medics. Perhaps the protection setting should be split in two separate ones, one for medics and one for injured?
- The script that handles auto self healing for AI could use some improvement in checking how safe its to do so. I saw AI bandage themselves practically right in front of an enemy and under direct fire several times (and once AI ironically died because of it).
- It might be worth to make a setting to only allow AI revive squadmates from their own group. As cool as ability to help between groups might seem, in practice its quite messy and causes issues in group organization.
For example, when group is on a move, often someone will decide to do a sharp turn to go help another group that is quite far away in a different direction from where the group is moving, take a lot of time getting there, and when all is finally done, this someone will find himself over half a kilometer away from his group that kept moving this entire time. And it might be much more than a single person, stuff like this can split entire squads in half. And it happens to players squad aswell.
- Possible alternative to a suggestion above: since this mod is based on ROS AI revive, i know that ROS has a constant variable for a limit on how far AI that is choosen to be a medic can be from the injured. If thats still a thing, it might be worth to at least make this variable customizable in mod options. I very much would like to try out how things will work with a much smaller distance limit.
- An option to limit UI feedback only to your own group, when scope is set to entire side or playable. The list of all injured in such cases might be quite excessive and unnecessary.
- Speaking of playable units, option to use them as a scope can be made available in SP just by using SwitchableUnits array instead of PlayableUnits when is SP (might need to double check, but i once did that for my own script)
- More on UI, the list of injured and medics is useful, but find it... not very conveniently presented right now.
First of all, its hard to understand whos the medic and whos the injured at a quick glance. Maybe change it to be something like "Medic -> Injured"?
Secondly, the names are not very convenient, they dont tell me much. I usually reference my AI squadmates by the numbers in squad, so maybe add an option show them next to names? (just numbers surely wouldn't look good)
Lastly, would it be possible to have an option to show only last names for AI, like on vanilla squad HUD? I at least have something to reference them from. Full names seem kind of unnecessary as a whole, they only make list harder to read.
- An option to customize how much damage can trigger cardic arrest? I don't quite understand how exactly it works this mod, but it feels weird. It seems that cardic arrest happens nearly every time someone goes down. I know there is a setting for a chance, but it feels wrong that it CAN happen practically every time (or is an actual mod logic just that?).
(Probably should note that i only tried this mod without ACE medical, so this feedback was written without it in mind)
Hope you don't mind such big post. As a big Arma SP enjoyer, i really would like to see this mod improved.