Arma 3
Fuhrizen's TRIAGE
31 Comments
Citadel 25 Feb, 2023 @ 6:07am 
Thanks man.
Fuhrizen  [author] 24 Feb, 2023 @ 4:00pm 
No problem, feel free to.
Citadel 21 Feb, 2023 @ 7:08am 
Hey boss. Any complaints if I fork your work and tinker with making a version which works best for me? Naturally, you'd get credit and I'd be willing to share back any code I cook up.
Fuhrizen  [author] 22 Mar, 2021 @ 2:03pm 
@[USML] Kicillof
https://pastebin.com/UmH7E3WE
Hope this helps narrow it down.
Ganymede23 22 Mar, 2021 @ 1:52pm 
@Führizen Could you send me a pastebin with your ACE Medical settings? I've been trying different settings but no luck so far. That would really help me figure this out.
Fuhrizen  [author] 21 Mar, 2021 @ 7:20pm 
There shouldn't be any config at the time being, though I imagine it may have something to do with you're ace medical settings, I'm unable to recreate this issue myself.
Ganymede23 20 Mar, 2021 @ 6:33pm 
@Führizen Yes. It get's assigned the "Immediate" level. I don't think I'm messing up with any config, or at least I haven't found any from this mod in particular. I'm leaving two pictures here to show you:

https://i.imgur.com/UuG8Irk.jpg
https://i.imgur.com/9ze0DMc.jpg

As you can see, it doesn't show the carry/drag option in ACE.

By the way, thank you for the quick response!
Fuhrizen  [author] 20 Mar, 2021 @ 4:46pm 
@[USML] Kicillof Shouldn't have any issues there, is the dead body being assigned a triage level?
Ganymede23 20 Mar, 2021 @ 3:06pm 
Hi! I don't know what I'm doing wrong, but I'm not being able to drag/carry the dead body after triaging it. For testing purposes I was only running this mod, ACE and CBA. Is there anything else I should know?
Thanks!
Fuhrizen  [author] 17 Jan, 2021 @ 1:11pm 
@blazenmage if you'd like to help get it signed that's perfectly fine, just shoot me a request.
blazenmage 17 Jan, 2021 @ 11:37am 
Hey, I was wondering if you would like help getting it signed, or at least trouble shooting why it isn't signing correctly?
Fuhrizen  [author] 3 Dec, 2020 @ 6:16am 
@T.Ditch I'm working on setting up some CBA settings however currently am working on another project some time is short. It will definitely be coming in the future though.

@Aco Thanks, unfortunately I am unable to sign the PBO, I'm not sure why this is, however if I do get it working at some stage, this will receive an update.
Aco 2 Dec, 2020 @ 8:44pm 
Thank you for this mod. :)

Seems like its not signed or binarized, but just packed. Its ok for now. We can't use this on our server with signature verification on. But, thanks. I am sure a lot of other groups will use it.

I will keep an eye on this and when its signed, we will use it. There are some youtube videos that show how to sign the mods. I am unable to link them here, but all the best, and thanks again.
T. Ditch 2 Dec, 2020 @ 5:06pm 
Great mod, anyone chance of mod options making it less random? Don't want to have to worry about the person dying from bleeding again and use it more for RP Medevac of dead players.
Fuhrizen  [author] 2 Dec, 2020 @ 1:22pm 
The bisign is included,I'm actually unsure why is is not being validated corrected, I've repacked the mod. Unfortunately I'm not aware of what could be causing it.
Aco 2 Dec, 2020 @ 9:16am 
Just checked. It still shows as not signed in the arma launcher. May be you are missing the .bisign file in the folder.

I see that you have the the pbo and the bikey in the addons folder. the bisign file is missing.

The recommended folder structure is usually 2 folders Addons and keys,

Addons contain the pbo and the bisign file

and the keys folder contains the .bikey file.

TLDR: I think the bisign file is missing and thus its showing up as not signed.
Fuhrizen  [author] 2 Dec, 2020 @ 9:09am 
Thanks @Aco, should be resolved now.
Aco 2 Dec, 2020 @ 8:54am 
Hello, Nice mod. Ran into an issue.

1. The key provided is probably not the key used to sign the mod or the mod is not signed.

When on a dedicated server with key signature matching set to 2.

I was wondering if you could fix this, and if so what would be the eta?

Thanks.
Fuhrizen  [author] 20 Nov, 2020 @ 2:16pm 
They are great! :winter2019happyyul:
Thunderbolt 20 Nov, 2020 @ 2:15pm 
I did those cool pictures:GDEasy:
Thunderbolt 20 Nov, 2020 @ 2:09pm 
Cool pictures!:steamhappy:
ossian 20 Nov, 2020 @ 2:09pm 
good mod overall good functionality
Gibbo 20 Nov, 2020 @ 5:24am 
Best mod EU
Mighty 19 Nov, 2020 @ 11:26am 
Thanks for answering all my questions! This seems like just the mod I've been looking for, it's really annoying having to carry around bodybags and drag them when I would just be able to carry a body whether the person is alive or not. Thanks again!
Fuhrizen  [author] 19 Nov, 2020 @ 4:36am 
Once a player has died, the normal respawn process will occur, simply any dead unit can be triaged for transport or to make use of the T1 system. If a body is determined as alive they will be permanently unconscious randomly take damage until they die. This system is intended mostly for MilSim groups and particularly a respawn system my group is intending to use in the future. I do have plans to include the framework to the respawn system in this mod however that is a planned feature that may come at a later date.
Mighty 19 Nov, 2020 @ 3:07am 
That's awesome. My last question is about what you mean by resurrection. You say that there is a 65% chance for a unit to get resurrected. How does that work on a player who has already died? and what is the purpose of having a unit get resurrected and take random damage until death?
Fuhrizen  [author] 19 Nov, 2020 @ 2:46am 
Yes, if the unit is triaged no matter the result, the unit can be carried or dragged like a injured player.
Mighty 18 Nov, 2020 @ 5:54pm 
Forgive my ignorance, but does this mean that dead players can be dragged and carried as if they were alive without needing a body bag?
Fuhrizen  [author] 18 Nov, 2020 @ 4:16pm 
@Kaiser, from a technical standpoint a new unit is spawned replacing the unit that is being triaged there is currently a 65% chance the unit is set to a T1 (Alive but will receive random wounds after x(Random) seconds.) or they will be recognised as deceased where players can then use the body as a method of body transportation. I'm currently looking into allowing the percent chance for the unit to become T1 to be changed in the addon settings. At the moment triaged units that are alive will only take damage randomly or if they are injured they serve no additional function besides a 'theoretical' objective to remove them from an AO.
Mighty 18 Nov, 2020 @ 3:01pm 
This mod seems interesting, but I'm a little confused as to what it does, can you better explain what kind of replacement is spawned and what it does?
CyberMassacre 18 Nov, 2020 @ 2:18pm 
Good work!