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Properties

ixuz edited this page Aug 31, 2014 · 30 revisions

Index of Properties


MEDIX_PRP_BLEEDSPEED

How fast a player lose health while unconscious.

Example 1:
MEDIX_PRP_BLEEDSPEED = 5 // Set the player base bleedspeed to 5% per second.
T:0: Player health: 20% // Player have just become unconscious.
T:1: Player health: 15% // Player lost 5% health.
T:2: Player health: 10% // Player lost 5% health.
T:3: Player health: 5% // Player lost 5% health.
T:4: Player health: DEAD // Player lost 5% health and is dead.

Note: First Aid and Direct Pressure affects the bleedspeed percent.


MEDIX_PRP_STABILIZEEFFECT

When stabilized, multiply remaining time with this

Example 1:
MEDIX_PRP_BLEEDSPEED = 5 // Set the player base bleedspeed to 5% per second.
MEDIX_PRP_STABILIZEEFFECT = 2 // Set the first aid to 2x positive effect

T:0: Player health: 20% // Player have just become unconscious. T:1: Player health: 17.5% // Player lost 2.5% health. T:2: Player health: 15% // Player lost 2.5% health. T:3: Player health: 12.5% // Player lost 2.5% health. T:4: Player health: 10% // Player lost 2.5% health

* <sub>First Aid and Direct Pressure affects the final bleedspeed percent. See: [Bleedout](Bleedout)</sub>
* <sub>Formula: (BLEEDSPEED / STABILIZEEFFECT)</sub>

MEDIX_PRP_TREATRESULT

When a soldier have been fully treated, restore health to this percent

100 // Is full health.
50 // Is half health

MEDIX_PRP_MAXDAMAGE

Losing this amount of health will put you unconscious This variable determines how much damage a soldier can sustain before going unconscious. The value is written in percent of maximum health.

25 // Player becomes unconscious if he loses a quarter of his health
50 // Player becomes unconscious if he loses half of his health
75 // Player becomes unconscious if he loses three quarters of his health

MEDIX_PRP_PULSEWEAK

If you have less than this percent health remaining show pulse as "Weak"
If you have more than this percent health remaining show pulse as "Strong"

MEDIX_PRP_PULSEEXTREMELYWEAK

If you have less than this percent health remaining show pulse as "Extremely Weak"
If you have more than this percent health remaining, see: MEDIX_PRP_PULSEWEAK

MEDIX_PRP_TREATRANGE

How close in meters you need to treat someone

5 // You must be within a 5 meter radius of the wounded soldier to interact
10 // You must be within a 10 meter radius of the wounded soldier to interact

MEDIX_PRP_HELMDEFLECTDISTANCE

If somebody shoots you in the head, at a distance greater than this variable(meters).
You will have a chance that your helmet deflecting the bullet.

MEDIX_PHP_HELMDEFLECTCHANCE

The chance(percent) of your helmet deflecting a bullet

100 // Helmet will always deflect bullets
50 // Helmet will half of the time deflect bullets

MEDIX_PRP_HELMDEFLECTDMG

The amount of health(percent) lost when helmet deflected a bullet

50 // Half of your health is lost when deflecting a bullet
25 // A quarter of your health is lost when deflecting a bullet.
0 // No health is lost when deflecting a bullet.

MEDIX_PRP_PRESSUREDEFFECT

When applying direct pressure to wounds, multiply remaining time with this

Example 1:
MEDIX_PRP_BLEEDSPEED = 5 // Set the player base bleedspeed to 5% per second.
MEDIX_PRP_PRESSUREDEFFECT = 2 // Set the direct pressure effect to 2x positive effect

T:0: Player health: 20% // Player have just become unconscious. T:1: Player health: 17.5% // Player lost 2.5% health. T:2: Player health: 15% // Player lost 2.5% health. T:3: Player health: 12.5% // Player lost 2.5% health. T:4: Player health: 10% // Player lost 2.5% health

* <sub>First Aid and Direct Pressure affects the final bleedspeed percent. See: [Bleedout](Bleedout)</sub>
* <sub>Formula: (BLEEDSPEED / PRESSUREDEFFECT)</sub>