Arma 3
Project injury Reaction (PiR)
3,336 Comments
Jelibon boii 6 hours ago 
Can you make a version that is compatable with ace medical? I know that is a stupid request but I have some mods that require ace medical and it brokes the pack which is sad because I enjoy the animations and effects your mod gives a lot. Pretty please?
0-0  [author] 1 Oct @ 1:24am 
Weaponized Autism

This is abnormal behavior.
This doesn't happen to me.
Weaponized Autism 30 Sep @ 9:16pm 
Sometimes, when an A.I. soldier is being healed by another A.I. soldier, he will not stand up again and will continue lying down playing the wounded animations. This happens rarely, and only if the injured A.I. soldier has a lot of damage. Is this supposed to happen? When this happens, I actually like it because in my opinion, it is not realistic for an injured soldier to stand back up and keep fighting after he has been given first aid. I like to simulate casualty evacuations in the scenarios I make in the editor. Thank you!
0-0  [author] 29 Sep @ 6:16am 
@thiehoa2601

So, have you replaced the med kits and first aid kits from CDLC to PIR aid kits?
0-0  [author] 29 Sep @ 6:06am 
@thiehoa2601

Ok)
thiehoa2601 29 Sep @ 5:56am 
thanks
0-0  [author] 29 Sep @ 5:28am 
@thiehoa2601

So... I don't know, in any case, I don't have them for check)
If there are any medical systems, you need to turn them off)
thiehoa2601 29 Sep @ 5:05am 
cuz sometime i cant use revive and heal button
0-0  [author] 28 Sep @ 7:46pm 
@HappyRooster007

Try the mod with my recoil. It has dispersion settings for the AI. This will reduce the number of fatal injuries)


We use ACE without medicine, recoil and sound changes.
I don't like their medical system for many reasons.
The recoil is terrible, worse than in vanilla.

They have a decent fatigue system.
They have ballistics and wind drift.
Also useful are various settings for the interface and arsenal.
Otherwise, we use a lot of mods that require ACE) And this is the main reason for using it))))
HappyRooster007 28 Sep @ 12:52pm 
@O-O
Thanks for the explanation about technical part PIR and about your war experiences. I didn't know you were in war.

I don't use AI mods. I just currently testing "pinned down" mod.

About ACE medical... Yes, I agree. I don't like this in ace medical as well and that's why I use PIR. But some features are okay.

Just off topic... Don't you use ace at all? Or do you combine it with PIR? And what do you like and dislike about ace? What else is unrealistic and what realistic? Just short description if you can. I'm just curious when you have real combat experiences. :)
0-0  [author] 28 Sep @ 8:19am 
@thiehoa2601

Why you think it's uncompatible?
0-0  [author] 28 Sep @ 7:51am 
@Skoda

Action button))
thiehoa2601 28 Sep @ 7:28am 
can u make this mod compatible with arma cdlc like spearhead or sog prairie fire i really want this mod in my cdlc game
Skoda 28 Sep @ 7:04am 
hello what button do i click to get into the reveive menu
0-0  [author] 28 Sep @ 6:57am 
@HappyRooster007

Now for the technical part))
Animations are the easiest way to injure. Therefore, if you disable them, only the more severe injury types will work, meaning the unit will always fall.
And the settings I posted allow you to withstand 2-3 hits and stay on your feet. It's a matter of luck and the area of ​​injury.
Also, AI plays a big role, because most AI mods force them to shoot at the head. Therefore, when playing against the AI, there are more deaths or go down than light wounds. Therefore, choose a normal mod for AI, or for AI accuracy.

In general, the mod works the same for both AI and the player, so just as you shoot at the AI ​​and see their reaction, the same would happen to the player if they were hit in the same way.
0-0  [author] 28 Sep @ 6:53am 
@HappyRooster007

Because ACE is unrealistic. That's exactly why I made my mod))) Punching in a table and injecting a bunch of morphine, so-so)) And zero impact from hitting))


About books and war) I was in the war. I don't think books will reveal anything new to me.

From my personal experience, any injury puts a soldier out of action. Any. It's just a matter of time.

Now, in light of the context, a little about first aid... If we're talking about regular soldiers, not special forces. If you're wounded, the most they'll give you is a tourniquet... sometimes a bandage. Even more rarely, they might inject you with painkillers. That's it. You won't see any epinephrine or plasma until you get to the hospital. So, the way things are done in ACE is very far from the truth. And yes, I'll clarify right away that in some armies, first aid works better... But that's until they're in a serious war))
HappyRooster007 28 Sep @ 6:10am 
@O-O

Part two:

I will not write about how real combat is. But you're not entirely right. Every hit doesn't automatically mean out of combat. Can be partially disabled for example. There are many books about real combat written by former soldiers who experienced combat and war. Just read them. Or also documents. Watch them. People can survive in certain situations much longer than it might seem. But of course its not a rule. It depends on various circumstances.

Btw, with animations on players are more tankier than with animations off. I tried different damage coefficient settings and each hit automatically caused the player to be down. I just ask for this.
HappyRooster007 28 Sep @ 6:10am 
@O-O

Part one:

I know what milsim is. I use your recommended settings and I just tried some settings. Nothing more, nothing less.
And if you like milsim so much, why don't you use the ACE mod? :D
Or if you do use it, why don't you use the ACE medical system? ACE is more "realistic" than PIR.
I use PIR and ACE. And some features are better in PIR than ACE. Mainly fo singleplayer gaming. That's why I also use PIR.
0-0  [author] 28 Sep @ 5:10am 
@HappyRooster007

Do you understand what a milsim is?)))
In real life, any gunshot wound is fatal and incapacitates a soldier. Some immediately, others over time. But one way or another, every hit puts the soldier out of action)))

My mod is closer to realistic gameplay. Therefore, you're unlikely to be able to configure it for multiple hits and keep the player on their feet.
HappyRooster007 28 Sep @ 3:54am 
@O-O

Btw... Is there a recommended setting if I don't want to use PIR animations? Because then the soldiers are very vulnerable and go down after every single hit.
Or is it just necessary to find the right setting in the damage menu?
0-0  [author] 27 Sep @ 2:51pm 
@HappyRooster007

Ok))
HappyRooster007 27 Sep @ 2:36pm 
Yes, done.
0-0  [author] 27 Sep @ 2:21pm 
@HappyRooster007

You can copy settings from the buffer.
0-0  [author] 27 Sep @ 12:11pm 
@HappyRooster007

Milsim.
HappyRooster007 27 Sep @ 12:00pm 
O-O

Okay, thank you. I'll check it. And what kind of playing style does this represent?
0-0  [author] 26 Sep @ 6:57pm 
@HappyRooster007

Settings in the discussion "PiR supported servers".
HappyRooster007 26 Sep @ 6:30am 
O-O

Hi, what is you settings in PIR?
Any recommendations? I prefer more milsim than arcade. Or something between.
0-0  [author] 21 Sep @ 3:17am 
Lamami

Yes, read the description.
Lamami 21 Sep @ 2:48am 
Is there a way to disable the animations when you lower the weapon and standby?
3 Sep @ 1:29pm 
Ahh, okay that makes sense. If I have any success with it I will let you know. Thanks anyways :steamthumbsup:
0-0  [author] 3 Sep @ 1:14am 


There is a rather complicated system there and I made it a long time ago) That's why I don't remember)
2 Sep @ 7:18pm 
Yes the AI help each other all the time but never the players. Thats the issue i'm trying to solve with a manual keydown script that will just call the nearest AI quickly, but I do not understand the variables in the code like "uncondition" and "Unconsition" etc.

I just want to know which variable need to be set to the AI to make them begin healing the player after calling them over to your location
0-0  [author] 2 Sep @ 5:57pm 


Have you seen AI helping each other during a game? Surely yes)

So... AI helps a player in exactly the same way. That's why it works, just don't expect the help to be instant.
2 Sep @ 5:18pm 
Yeah I dont know why its never worked. Every other function of the mod works perfectly well. I've tried removing lambs (the only AI mod used) and it still never works.

I can make a simple script to fix it but I do not know what your variables mean and was hoping you could share some details to what variable checked when the player is down and what the variable is when the AI heals them
0-0  [author] 2 Sep @ 1:14pm 
@Ↄ

This works 100% with vanilla AI. And 100% works with Bcombat.
I haven't tested it with other AI mods.
2 Sep @ 10:48am 
And yes I know it probably works just fine in your private tests
2 Sep @ 10:46am 
Im sure there is but it literally never works
0-0  [author] 1 Sep @ 5:35pm 


There is a logic by which they work)
From the fact that you press the button instead of automatic activation, nothing will change))
1 Sep @ 3:03pm 
What is the function that calls nearby AI to go assist a wounded soldier?

I want to manually add a key that calls this function. Because the AI still never help anyone, even after removing AI mods. They just get confused and in the 1/100 chance they actually to drag you, they drag you straight into the enemies line of fire.

Any advice would be appreciated.
LORP 1 Sep @ 12:27pm 
THE BIGGEST ASSHOLE ON STEAM ALONGSIDE THE SHITTEST MOD EVER :steamhappy: mother fucker talks here like he created arma 4 injured technology lmao, this is shit ass
0-0  [author] 31 Aug @ 2:30am 
Rollin88z

What do you do in real life when you are shot?)))
Rollin88z 31 Aug @ 2:24am 
painfully stupid mod, do not download. it ruins medic ai and also makes you fall to the ground and act like a cripple when you are shot.
Hitman 29 Aug @ 12:46am 
Привет я отправил тебе приглашение в друзья прими его пожалуйста
0-0  [author] 28 Aug @ 7:40am 
Kudamaki Tsukasa

Ok)))
Kudamaki Tsukasa 28 Aug @ 7:29am 
Thanks a lot! I almost gave up because I couldn’t solve this issue, but your answer fixed it:steamthumbsup:
0-0  [author] 26 Aug @ 2:12pm 
Kudamaki Tsukasa

Do not use CUP uniform.
Kudamaki Tsukasa 26 Aug @ 9:24am 
How can I prevent units from falling over when they collide? I disabled some options but it still didn’t work
0-0  [author] 23 Aug @ 3:25pm 
[GER]Loreax

You will need to take out their medical system in the mission)
[GER]Loreax 23 Aug @ 3:20pm 
hey this mod looks amazing i have a dumb question will it work with antistasi because antistasi's ai will break with ai mods
0-0  [author] 18 Aug @ 6:20am 
Trappist

All manipulations related to changing the sound volume will not work.