Arma 3
MK_MedicalSystem (0.7.8 BETA)
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Mis à jour le : 13 nov. 2022 à 13h13

Re-push due to packing error

Mis à jour le : 13 nov. 2022 à 13h07

Changelog (v 0.2.5.1)

Updated due to an error and corrected logo paths for the tooltips ingame

Mis à jour le : 13 nov. 2022 à 12h32

Changelog (v0.2.5)

- Changed logic for medical system initialization, it should execute only after mission start now and after the player object is not objNull.

Mis à jour le : 12 nov. 2022 à 20h42

Changelog (v0.2.4):

Scrapped a lot of code that was rendered useless/reduntant due to the 2.10 update in arma as the sorting in BI inventories changed.

Reworked the whole interaction code resulting in a much more reliable method to get actual inventory indeces and use items accordingly, resulting a in a natural and smooth operation of the gui with seamless intregration.

Reworked the relevant bit to index selection for the "numerical usage" menu (control + double click on a medical or food/water item) allowing the seamless integration mentioned above.

Since this update brings the "fixing" of the inventory crap that was squashed in the ground all together with with my expectatives and hopes to relase this almost 3 months ago, the mod can be considered functional at this point. It's ugly, but hey, atleast you can use it now.

Further integrations on the mod will include tooltips for all the objects related to the inventory usage to describe theior effects and actuall healing values.

Mis à jour le : 29 oct. 2022 à 13h22

v 0.2.3.6 ALPHA

- Changed the logic behind the inventory index selector for the custom usage ammount GUI for consumable items

Mis à jour le : 21 aout 2022 à 18h25

Changelog (v 0.2.3.5)

- Pushed update containing RAVAGE hunger and thirst variables to be able to continuously test the medical system while ravage is loaded in parallel

Mis à jour le : 21 aout 2022 à 16h54

Changelog (v 0.2.3)

- Some drinking items (non water versions) will now give back their empty counter-parts, this does not includes food items that can be empty in order to become drinking items.

- Some empty drinking items will now be able to be refilled in water sources (ponds, rivers, sea) as long as you are not swimming on them.

- Tweaked the system to disallow the use in medical context of any item that is not in the medical system.

Mis à jour le : 20 aout 2022 à 18h44

Changelog (v 0.2.2)

- Changed, optimized and simplified the method for damage obtention.

- Changed the damage received per impact, it is now dependant on the area hit, making the player a bit more resistant but not invincible or instantly killable by shooting them at the feet.

- Fixed an issue that made concussions be reported and applied multiple times.

- Fixed an issue were the torso bleeding didn't report the type of bleeding suffering.

Mis à jour le : 20 aout 2022 à 13h01

Changelog (v0.2.1)

- Fixed a missing parenthesis in tunnel vission script

Mis à jour le : 20 aout 2022 à 12h57

Changelog (v 0.2.0)

- Fixed typos in variables names for speed coefficients and aim coefficients