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#3682361 - 11/14/12 09:13 PM Re: TaoDamage for SimHQ Players Guide [Re: Taosenai]
Taosenai Offline
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Registered: 03/29/11
Posts: 1082
Loc: U.S.A.
(Also for anyone interested, TaoDamage is compatible with Iron Front in script mode.)
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"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei


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#3704366 - 12/22/12 02:20 AM Re: TaoDamage for SimHQ Players Guide [Re: Taosenai]
Taosenai Offline
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In order to maintain Iron Front compatibility, I have decided to continue with the script version.

Version 0.5 has just been distributed to the mission team, and it adds some great features and fixes a few bugs. I've done a lot of testing on this one, and expect to make a public release of it shortly.

- ACE support update
- Should not require ACE (before using ACE resources, ACE presence is checked)
- Completely rewritten damage model which is much more reliable and predictable for armor stops
- Improved healing logic allowing other players to stop your bleeding
- No more reliance on buggy ArmA setUnconscious, all handled internally now
- Added ACE progressbar to actions
- A player with the item "ACE_Medkit" in their inventory can do critical aid
- Medics without this item are given it at mission start
- If a player recovers the medkit from a dead medic, he can do critical aid
- Bandaging and examining self is now possible inside vehicles, but you will lose control of the vehicle -- be careful
- Improved handling of 'partless' damage received inside vehicles
- Addition of ACE bleeding effects (blood drops on the ground)
- Improved death sequence for rapid bleedouts
- Updated FX
- Reduced file size for textures
_________________________
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei

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#3704473 - 12/22/12 09:37 AM Re: TaoDamage for SimHQ Players Guide [Re: Taosenai]
adlabs6 Offline
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Registered: 11/11/04
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What an exciting changelog. Thank you!

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#3707313 - 12/27/12 01:55 PM Re: TaoDamage for SimHQ Players Guide [Re: Taosenai]
Reschke Offline
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I would say yes there is interest outside of SimHQ from the guys I have been playing with lately.
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#3707820 - 12/28/12 01:28 PM Re: TaoDamage for SimHQ Players Guide [Re: Taosenai]
Taosenai Offline
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Registered: 03/29/11
Posts: 1082
Loc: U.S.A.
Updated the guide to reflect 0.5 changes.
_________________________
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei

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#3713859 - 01/08/13 12:03 AM Re: TaoDamage for SimHQ Players Guide [Re: Taosenai]
Taosenai Offline
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Registered: 03/29/11
Posts: 1082
Loc: U.S.A.
Here's a sneak peak of the 0.6 changelog. Pretty much features only, so if you're making missions with 0.5, carry on.

0.6 will likely be a stable release, as with it I have finished essentially all of the features I originally intended to add. We'll do some torture testing before I make a final release of it towards that end.

Any subsequent releases will be bugfix only, unless I have some great idea for a feature. And at some point hopefully I'll make an addon version as well.

Preview changelog:

- Add switch to disable self-bandage (increases medic role). Self-bandage is on by default.
- Self-bandaging now possible in Iron Front (or without CBA).
- Add initial 'shock' blood loss when hit, in addition to bleeding.
- Detect ACE medical rucks/packs and treat them as medkits.
- Increase effectiveness of 'true' medic class units relative to units simply carrying medkit:
- Doubled base time required to bandage to 14s. It needs to be a consequential action.
- If player is carrying a bandage of any type, a medkit, or is a medic, halve bandage time to 7s. Bandage is consumed.
- Non-medics are given a bandage at mission start.
- Slightly increased time to stabilize for non-medics to 22 seconds. For medics, 17 seconds.
- Increased time to critical heal for non-medics (with the medkit) to 36 seconds (48 if legs broken). For real medics, 28 seconds (40).

- Bug fix: setplate never worked.
- Default body armor/kevlar is determined by faction. Modern armies will have plate and kevlar, older armies will have kevlar only, insurgents will have neither. Check the global_init.sqf if you would like to disable this or alter the faction lists.
- Knockouts caused by concussion will no longer allow players to escape the agony animation. Nor will anything else...!
- Wounded units can now be loaded into vehicles with cargo slots. Drag or carry them to the vehicle, then select 'Load wounded' from the scroll menu. A reminder that wounded units can still operate turrets -- this is as intended.
- Special FX reworked. Includes a new blacking in and out effect for players in agony, better blurs (be sure to use Post-processing Very Low or better), and slightly altered death effects.
- Desperation mode slightly more survivable.

0.6 in general will lower player survivability without immediate medical attention. It will require closer and more responsive action by the medic.

If you want any other features, now's the chance to inspire me!
_________________________
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei

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#3713881 - 01/08/13 02:22 AM Re: TaoDamage for SimHQ Players Guide [Re: Taosenai]
adlabs6 Offline
ArmA2 & Iron Front Player!
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Registered: 11/11/04
Posts: 15401
Loc: Texas, USA
Fantastic changelog. I'm going to add this to my next Arma missions.

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#3732152 - 02/07/13 01:57 PM Re: TaoDamage for SimHQ Players Guide [Re: Taosenai]
Taosenai Offline
ArmA 2 Stuff Maker
Member

Registered: 03/29/11
Posts: 1082
Loc: U.S.A.
A couple more features added for 0.6, which is soon to be complete, I think.

- Catch calls from within ACE modules to ACE wounding system and handle them appropriately.
- Properly handle partless damage applied when unit is not in a vehicle (from fire, blastwaves, etc.)
- Add respawn system. (used in DMM2)
- Change desperation key to Shift-'C'.
- Add ability to force another unit out of Desperation.
- Disable ability to crawl when in agony.
- Add screams based on those included with ACE to audibly indicate bleeding to nearby players.


The Desperation changes should improve confusion regarding why players can't be healed, and additionally should prevent accidental use of Desperation. Also, these changes should address issues with player awareness of nearby allies being wounded and in need of aid.
_________________________
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei

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