Arma 3
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Ace 3 Group Member Medic HUD
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Data Type: Mod
File Size
Posted
Updated
371.498 KB
17 Apr, 2022 @ 7:21am
7 Apr @ 7:21am
24 Change Notes ( view )

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Ace 3 Group Member Medic HUD

Description
Do you know it? You are a medic pinned down in a firefight and you see one of your group member gets hit, but you are not sure how much he is damaged so you have to decide if you take the dangerous adventure of crawling to him and hoping to not die.
Well this mod aims to help you at your decision (but sadly it won't protect you from getting hit).
Under Ace Self Interactions -> Equipment there is a new option where you can enable / disable the HUD.
If you enable it, you'll have a list on the left side of your screen with group members which have to be treated (yellow) / are unconscious (red).
(NEW!) If someone has to be stitched or has lost one litre of blood he will be blue in your list!If everyone is fine, it will tell you!
Also, as soon as one of your group members gets unconscious, you'll hear an ingame sound (double beep) which will tell you that you probably should start doing your job as a medic and kill help your team members!

Color meaning (of course only if you didn't change it in addon options):
Green - Like it is saying, everything is fine and none of your squad members needs medical attention
Yellow - Unit is bleeding and should be bandaged.
Red - Unit is unconscious
Blue - Unit has to be stitched or needs blood (in last case there will be (bloodloss) behind units name)

If unit goes unconscious, there will be a beep which can be deactivated. Also the sound volume is scaling with your Sound Volume, but still has to be perfected. Unfortunately you can't tell Arma how loud the sound should be without going into the config where the sound is defined.

NEW:
Added a ton of Addonoptions so you can customize it. Also in Arma 3 Layout Manager you can move the HUD around so its in the perfect position for you!
Now, there is a side medic option: On Activation, instead of your own group the HUD will work for your whole side!
Later, there will be a second option where you can activate/deactivate AI showing on your HUD!

Consider this mod early access because it needs proper testing.
34 Comments
Lefty  [author] 6 Apr @ 12:23am 
Sorry for another update, but when playing with my unit yesterday we found out that while the newest update of this mod had improved its performance, a visual "bug" is now occuring more and gets worse with more units you had in your group/side.
It should be fixxed now, but technically it means the hud is displaying the old status until the newest status of all units it has to evaluate is done.
Feel free to post any bugs you encounter!
Lefty  [author] 27 Mar @ 9:57am 
Of course there is, at the end of the code before calling itself again it is checked, you could probably add something there. I've also put it into my todo list to create your module idea, unfortunately I will only start working next week, because I had much college stuff going on which led me to pausing on coding
Marki 27 Mar @ 9:48am 
In your code, is there a line which is like "work if", so I could add && and add some eyewear to that if statement?
Marki 27 Jan @ 12:13pm 
Or maybe if owner/server has a mod, it could be placed as a module? Run and "if" line, if module is present to take settings from it. But that sounds like too much work from mod making perspective
Marki 27 Jan @ 12:11pm 
For performance friendly solution, running it on eventhandler "inventoryclosed" would work. I run a script to check if people have gasmasks that way.

Ye I didnt realize that you want to keep it client side. I though you were running this over CBA settings and server side. And incorporation of a script line into CBA, like some other mods do:
"my_head_glasses","cool_goggles";
Lefty  [author] 27 Jan @ 11:54am 
Is possible, the problem I have with that is that there is no (at least for me) good performance friendly solution for that because you basically have to have a infinite loop running checking if you have the facewear equipped and if then activate it.
The other option would be that you have to enable it when you have something equipped, but for that I would need to know the exact facewear; If I make it configurable then the mod would have to be loaded serverside (currently only client side), which is something I tried to avoid.
One idea would be to combine the idea of only being able to activate it together with serverowners being able to set a variable to only allow with a certain facewear, but for that solution you need serverowners which have a very basic knowledge of scripting.
Marki 27 Jan @ 11:22am 
I am curious. I was thinking, if there is a way to make it so only people with specific facewear equipped would have an option to see it?
Lefty  [author] 4 Aug, 2024 @ 5:51am 
Don't know if it worked, but hopefully added the key
The Humble Lawnmower 3 Aug, 2024 @ 6:46am 
Hey mate, little late to the party, but I'm trying to add this to a server and there isn't a key available. Any chance of a biKey being added? (Sorry to necro this, just wanted to ask :>)
Lefty  [author] 17 Feb, 2024 @ 6:41am 
@snowy as requested tried to sign it. Please test and let me know if it worked.