- fully AI compatible
- fully MP and JIP compatible
- very low usage of network traffic (nearly 100% local on clients)
- compatible for missions designed for usage of headless client
- compatible for missions without respawn
- config file to change some parameters if needed
- configure the damage tolerance of your units
- unconscious state without being really death
- drag, carry and drop unconscious units
- unconscious units have a visual effect while bleeding
- unconscious units are able to move around and fire their primary weapon
- unconscious units are ignored by AI until they fire their weapon
- unconscious units aren't able to walk, throw grenades, reload, etc.
- unconscious medics are able to use first aid on themselves (can be disabled in config)
- markers show unconscious units on the map
- 3D icons show unconscious units in-game within a circle of 30 metres (distance is configurable)
- 3D icons show bleeding percentage to medics and the icon and text are bigger so that the medic can more easily check on the wounded
- progress of healing is visualized (progress bar)
- a player who starts the first aid process can abort by walking away
- injured or unconscious units will be healed different amounts based on who healed (medic vs non-medic) and whether they used a medikit or first aid kit
- deadcam dialog implemented
- a famous quote about war displayed during deadcam dialog
- Configure CWS module
- Failsafe reload module
- Load CWS module
- Revive Unit module - Brings unit back out of unconscious/agony state
- Damage Unit module - Puts unit into unconscious/agony state
- AI don't always run the healing animation while performing First Aid
- Players may sometimes die once again immediately after respawn
- Zeus respawn mechanism sometimes interferes with the one in this system
- Mines don't always do the appropriate amount of damage to units
- Add the following to your description.ext:
class CfgFunctions
{
#include "cws_injury\cfgFunctions.hpp"
};
class RscTitles
{
#include "cws_injury\rscTitles.hpp"
};
- Configure settings in cws_injury\functions\init\fn_initCWS.sqf
- Extract the @CWS folder to your mods directory
- Add @CWS to your launch parameters
- Configure settings with the module "CWS Config"
- Psychobastard for the A3 Wounding system upon which this is based Source
- BonInf* for the first multiplayer compatible version (Arma 2)
- EightSix for his PatrolOps and the included status bar
- BI for the design idea (Wounding module Arma 2)
- v1.1.4 Released
- Changed most calls to ccl_fnc_GlobalExec to be NOT persistent (fixed many lag and performance issues)
- Added start of version broadcast mechanism
- Added some safety checks to see if player is a curator
- Removed the use of the 'name' function in some places where the unit is possibly not alive
- Added some general error handling
- Restructured cws_fnc_setupUnitVariables to (hopefully) synchronize better
- Fixed a few minor bugs in the main FSM
- v1.1.3 Released
- Added Damage Unit module that is the antithesis of the Revive Unit module
- Changed config settings to execute globally
- Updated CCL to 1.0.2 (Fixed missing unit chat function in CCL)
- Reorganized a few functions
- Added curator icons (moved in from CPM)
- Fixed error handling in canHeal
- Changed syntax of isMedic to match the general syntax of all other function parameters
- Fixed bug with showMessage in cws_fnc_carry
- Fixed bug with showMessage in cws_fnc_drag
- Turned off death dialog by default
- Added extra error check in loadCWS
- Fixed bug with showMessage in loadCWS
- Fixed wording in moduleCWSLoad
- Removed unnecessary global 'cws_injury_Config_Debugging'
- Fixed bug with curator icons (maybe)
- Started work on damage handler revamp
- Improved performance and error handling for drawing 3D icons (both curator and wounded unit icons)
- Improved reliability of canHeal function
- Improved performance and error handling for lookingForWoundedMates
- Improved performance and error handling for sendAIHealer
- Cleaned up debugging output
- Added mutex flag to indicated if a unit is actively healing another unit (used to improve canHeal function)
- Improved readability and reliability of isHealable function
- v1.1.2 Released
- Fixed bug with Revive Unit module
- v1.1.0 Released
- Mod version of CWS released!
- Reworked the AI mechanisms when calling for help and looking for wounded
- Reworked the bleeding mechanism to pause better when being healed
- Added Zeus modules (mod version only)
- Tons of bug fixes
- v1.0.1 Released
- Fixed persistent "You are dead." message
- Fixed death after respawn
- Fixed possible bleeding bug
- Fixed side chat message setting check
- v1.0.0 Initial release