OK, "solved". Thanks for this fast and efficient reply.
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May 10 2016
If you read me, I mentioned a crash without any shadowPlay. Don't say you fix everything with that!
This is an heavy problem V1.48, windows 10. GTX970, no shadowPlay, no mods.
Playing on servers, it crashes from time to time, from several minutes to more than one hour of gaming.
But right now, I just had this shit looking at the config viewer from editing a mission with one unit (player) placed!
Ambient animals are also in MP servers, logged for cheating. I suggest Battleye kicks or bans rabbits and snakes...
Or snakes setfriend [rabbits,0]
And induced problem is: rabbits, snakes (agents in general) + garbages + any objects are FPS killers. In a game where everyone looks for FPS, please parameter these ambient life/ objects as any other game display. Thanks
One other point (not relevant but a little bit in fact):
https://community.bistudio.com/wiki/getMass (see my comment).
"This is detail looks not good"
You're probably right for a combat simulator. I don't understand where is the difficulty to let decide players about the level of realism! Each time I underline the need to have a new param setting for fatigue/stamina, people pleads for more (or less) fatigue.
On my opinion, priority is not for more player's fatigue, but for AI's one. I don't understand how enemy AIs could run , be hard wounded and kill you in one shot. Their skills are awful. And they can see you and fire thru vegetation and walls corners, but not players. Did you remark any sway on AI's weapons?
But don't forget it's a game! Too much realism kills playability (no fun to cross a 15 km world with excessive fatigue). So, i recommend, as usual, to parameter this in difficulty setting. Downvoted until something in that way.
Sure! Tanks with tracks and cars with wheels don't have the same logic for reverse (try right/left backward) and that's normal! But have an AI car stuck by a rock and you can wait for a loooong time before being freed. You just want to take driver's place!
One more Resolved unresolved. It's so good for stats.That's the hard life of duplicated posts (sometime, developers don't read and consider things as duplicated).
Not only reverse gear is rotten, but when a vehicle hurts a rock, you can be sure the steering gear sway is always in the same direction, so you could spend hours waiting for a free way.
OK, I have no action on Steam client, only subscribe/unsubscribe, and descriptions.
Does that mean, the only way to delete this .bin definitely is to delete this mission, and upload a new one?
Regardless of MP:
Yes, the game logic is a little bit hard to understand due to player/playable units at start and after switch.
Place a group on map: 1 is player, all other playable.
As intended all units follows 1 without order.
switch & lead (with selectLeader)
- If you switched for an even unit, all even units "next in line" will follow you, odd ones will wait for an order;
- if you switch for an odd unit, odd "next in line" follow you.
For example, switching from 1 to 4 and taking lead, 6 & 8 will follow you,
switching from 1 to 3, 5 & 7 will follow you.
Try further! Start with 3 is player, all other playable
Take lead. All units will follow you without order. OK.
switch for an even guy, say 2 and take lead. All units will follow you but not "the former player + his even/odd next in line"!
If you were 3 (leader) and now you're 2 (leader), 3, 5 & 7 will not follow you.
A fact is the player's name stay with the player's unit. All switchable units keep their automated engine names.
Even (odd) units follow themselves automatically (without order). But if player switches team, he looses automatic leadership on his previous unit with his previous "even/odd next in line)".
If I guess true, everything goes as if player's unit (at start) keeps name and automated leadership on even/odd subordinates. Of course, as leader, you can order to the group.
Yes!
At Stratis Airport twr, for example. 19 positions! One unit is able to climb upstairs to control room (position 16), not two. If you order a second unit, it will be stuck at first floor.
Empty the tower and now, try to order a unit to reach the position 19 (on roof). There is a vertical ladder to climb. Unit will try to climb then fall then retry until wounded or dead.
It seems paths to some positions (intermediate) are sometimes broken.
If a unit is still in path or in position, the other units are stuck somewhere at the start of the paths.
Ladders are dangerous!
Hi KK's. I have done an addon MGI_TG_V2 on Steam, thanks for some of your fabulous blog. http://steamcommunity.com/sharedfiles/filedetails/?id=324784118
My Arma 3 config is ver 1.42 + helo + Marksmen and every HUD's, tags, mines, stance are off, of course, to avoid any redundancy or overlay with my displays.
I just kept extended map info, useful for my auto-zooming GPS.
I'm French and I probably don't understand all fine details, but be sure my addon displays all drawIcon3D I want (and there are numerous!) in several cutRsc contexts. (As said in you blog "onEachFrame" overload memory stacks when game is paused, i prefered MEH).
So i write here this comment, because you add a note in BIKI which leads me to some questions.
Is it a dev version problem? In this case, I hope the next stable version will be issued without this "bug". Sorry for my English and thanks again for all your blog works.
Or simply try to load your saved configs in Arsenal when playing "end game" new MP mode. configs are greyed and you can't load them. You need to choose all weapons/equipments each time you play.
ADAM, that's the problem when you close or mark as duplicate too fast, without reading and let a chance to understand. And this topic is so old!
We want our key "Adjust" back! That means striking "control". It was so useful for so many addons, not only for stance:
In other words, as already written, (my duplicated, resolved) issues will be solved when anybody could check:
0 = [] spawn {while {true} do {if (inputAction "adjust" > 0) then {hint "ok"}; sleep 0.1}}
Bring back as described here:https://community.bistudio.com/wiki/inputAction/actions/bindings, no matter all the reasons found by scripters. By the way, Right ctrl should work also. It was the case!
OK Adam, it works if you change the default "path to temp folder" in addon builder.
It's no more exactly a temporary folder, as it's not deleted after app close.
That's what is called backward compatibility. Fine for user addons!
I hope this will be corrected. It must not be difficult! It existed in previous version.
Yes We just have to cross the fingers because Adam is fast at marking "resolved" if posts are "duplicated".
Are they? Posts, not really, solution perhaps!
Just hope, the problem will be taken in its WHOLE ASPECTS:
- Adjust stance button for someones;
- disabled inputAction for others.
And the only Adam's message here is not comforting so far!
Sorry but NOT resolved.
inputAction "Adjust" remains no more available, what new profile and standard preset controls you choose (arma3 or arma3 alternative)!
No addons, just test in debug console.
So, if you consider my ticket duplicated, you should do something for this function. All addons scripted with "adjust" inputaction doesn't work properly anymore!
NO NO NO
The old imputAction "Adjust" is still not back! I don't care with stances!
I WANT TO BE ABLE TO USE CTRL + SCROLL MOUSE FOR WHAT I NEED/WANT.
The best, immediate way was the IMPUTACTION "ADJUST" WHICH DOESN'T WORK ANYMORE.
And it's not my fault, but Adam's choice, if these problems were mixed!
Adam systematically closed as duplicate my request for the inputAction "adjust" with the stance problem.
I'm not sure ADAM understands the need of CTRL = imputAction "adjust" ...
This problem will remain until another dev is in charge of that.
ADAM, that's the problem when you close or mark as duplicate too fast, without reading and let a chance to understand. And this topic is so old!
We want our key "Adjust" back! That means striking "control". It was so useful for so many addons, not only for stance:
In other words, as already written, (my duplicated, resolved) issues will be solved when anybody could check:
0 = [] spawn {while {true} do {if (inputAction "adjust" > 0) then {hint "ok"}; sleep 0.1}}
Bring back as described here:https://community.bistudio.com/wiki/inputAction/actions/bindings, no matter all the reasons found by scripters. Personally, i used ctrl + scroll to zoom in/zoom out my custom GPS, in my (MANW finalist) addon. Not related to stance. By the way, Right ctrl should work also. It was the case!
scheduled for fix.... just mention the year!
Yep, nothing new under the sun... There is no more "adjust" possible action coming with "ctrl" key. How many addons impacted, regardless of custom key-binding?
Just cross the fingers, Adam will change his answer and take all aspects of this problem (inputAction "Adjust" & key bindings).
inputAction "Adjust" remains no more available, what new profile and standard preset controls you choose (arma3 or arma3 alternative)!
No addons, just test in debug console.
You should do something for this function. All addons scripted with "adjust" inputaction doesn't work properly anymore!
Each time I open a ticket, Adam close it and report as "resolved" "duplicate of".
But it's not a personal problem for personal key binding. It's a function, based on ex-standard binding (until ver 1.40) who disappear with all consequences on scripts!
My addon was scrolling GPS scale by left Ctrl + mouse wheel up/down. Possible even in movement. What can I say to subscribers?
Adam.
Not at all!
The vehicle remains transfered to your faction if an AI belonging to yours gets into it and then out of it, ONLY IF the type of vehicle is from your side.
That's the reason why I place 2 classes with different sides
- an empty IFRIT (assumed to belong OPFOR side);
- an empty HUNTER (assumed to belong BLUFOR side);
Embark one of your unit (say bluefor) in empty Hunter. Hunter STAYS BLUE as you said;
embark the same bluefor unit in empty IFRIT, IFRIT passes Blue just for the time the blufor unit is inside. IFRIT passes Civilian as soon as there is no more people inside.
I took time to explain as far as my English allows me, that there is a difference between empty vehicle from your side and empty vehicle from all other sides when units leave them. I even added a video.
Your answer let me think you don't care and you don't want to waste time for this difference.
It's just something to take into account when you script. Some other people could find this useful or weird. For example, I had to manage this issue to avoid displaying 3D icons on emptied vehicle. It's a choice.
Koala. This is not really handy. Most of time, I'm looking for good pings, then green access, mods,... I try several servers before success in login for many reasons. I can't remember the good server when i quit and it's too late to mark it with a star. I could write a note for each attempt, but it will be far simpler to have an option when you quit: "you have played on server XXXX, do you want to register this IP address?" Something like that.
As KK said, profileNameSpace is probably worthy for that. The aim is to access easily to the last played server(s).
vehicle player == player is worthy to know if the player is inside a vehicle or not, even if it seems there is no difference between them!
Try : 0 = [] spawn {while {true} do {hintSilent format ["%1 %2 %3", player, vehicle player, vehicle player == player]; sleep 0.5}}. The only thing which changes is true/false for out/in vehicle.
The fact is an empty vehicle returns an object until it has a crew.
Then it returns the driver or more exactly the gunner if not driver if not commander.
Btw, One other point: Empty vehicles can change side!
If your bluefor units jump into an empty ifrit, ifrit stays civilian until your first man is inside. Then it becomes of one of your side (OK, it's the driver's one in fact). Make the units dismount, the Ifrit returns to civilian side (normal).
Now, order the same thing to your blues, but jumping into a Hunter.
First difference: the vehicle changes side (from civilian to yours) as soon as you order it. (no delay!)
Hunter will return the name of driver only when he's climbing aboard (no change).
Then, if you order all your units to dismount the hunter, this vehicle will continue to belong to your side!!! Emptied Hunter is no more civilian!
You can test it when you want with a simple
0 = [] spawn {while {true} do {hint format ["side: %1",side cursorTarget]; sleep 0.5}};
In the short video below, I display some units data:
name/type of civilian units are in white.
When a unit is friendly, name/type is in green.
Furthermore, if unit belongs to my (player) side, i add data such as ammo, fuel, status are displayed.
Ready? Pay attention for empty Hunter. ;-)
https://www.youtube.com/watch?v=Ch5fiiN-v6k
Launcher is boring.
I had an icon linked to Arma3.exe and no need to start the launcher (except see below). Since few days, icon is directed to launcher! Why this totalitarianism?
I had to re-create a shortcut.
The fact is launcher & Steam subscription list are linked. If you update your own mods with Arma3 tools, and have them in your Steam subscription, these mods will not be updated until you launch the launcher. That's the only thing, it serves me:
- I update my addon scripts, pbo them with Arma3 tools,
- use Arma3 tools publisher,
- open launcher to upload my own addon (syncing in fact),
- close launcher,
- start Arma without this mess.
In 1.42 (+ DLC Marskmen), you need to:
- in arsenal, just remove then add zafir magazines and save your equipment,
- in virtual ammo boxes, it's a little bit tricky, you need to remove Zafir and mags, add zafir, working mags are highlighted in left windows, double click to add magazines, quit, reload, enter VAS , save your equipment.
Everyone thinks what he wants about fatigue. But there is no reason to let aside all players who dislike fatigue like me. Do something, difficulty setting, menu...
If scriptwriters want to disable the "disabling fatigue" option, it's up to them.
To [email protected] and other guardians of realism. Arma has proven it's a game, with its own rules, its own "planet". I do dislike karts in Arma3. I think they are weird and I have to accept them everywhere: MP, arsenal or VA suits... just because they are promoted as a DLC! I don't read any complaint about that.
So, let fatigue be an option and watch for other BI choice!
I'm spawning an UAV, then use it. When i re-open the garage, new vehicle (like off_road or else) spawns at the location of UAV (on ground).
I placed an helipad invisible and declare this position in virtual garage (BIS_fnc_garage_center or any other variable) It seems this position moves with the previous created car. Any idea to have a static garage?
Hi F2K Sel,
It's permanent for me. I removed all addons, CBA included.
So, I guess i'm close to Vanilia config with a 1.40 Arma III version + DLC Helo.
I don't have Karts neither Zeus.
As you can see in attached files, a very basic mission: player Blufor, officer Opfor.
No cursortarget until i kill the Opfor. Then i get O_officer_F & nearby a WeaponHolderSimulated (for officer's armament)
The RPT file is tiny since I removed CBA but I didn't found an explanation.
SO, I don't understand why I have no cursortarget data on ENEMIES only.
No problem with other units or empty vehicle.
I'm rather sure it's a "knowAbout" question, but nothing in relation with sight distance. I can be as close as possible, I don't see Opfor (enemy).
If enemy fires at me, I catch a "knowAbout" then cursortarget, after a little time.
Checked through Steam. 1 file corrupted & reacquired. No more result. Problem remains with all files OK.
Thank you for your help.
Yes! I browsed all settings and finally found this is linked with Autoreport enabled or not. In MP, autoreport is hardcoded as enabled.
In SP, disabling autoreport makes your cursortarget inconsistent for enemies but OK with dead bodies (as they become "civilian").
So, the question could be: is it possible to unlink cursortarget proprieties from autoreport setting? Autoreport is thought as a report for group. So, what if player is alone? He can't report to himself?
see also damage for cars: http://feedback.arma3.com/view.php?id=22711
Never be corrected I suppose. For Arma 4, please think about standard, mandatory, unique way to implement classes and configs.
Isn't it possible to pass this ticket to WY-55 designer? Magazines are probably stored in a specific function regardless of a whatever standardization (if any in Arma configVehicles).
@galzohar. I wrote about fatigue, so i answer you. Disabling "fatigue" is not a solution. You loose a "more realistic" effect just because parameters are weird. And, yes, I wrote on other threads for that.
As far as binoculars are concerned, I just think the exact contrary of you: it's a great idea to enable running faster with binocular in one hand than with a weapon in both hands.
There are almost so much opinions about what is "realistic" or not than players.
I agree 100% with Killzone Kid. There is no need to change something for this possibility. Everyone will find realism at different levels of allowance.
By the way, even if discussed in some other posts, I don't like fatigue, not worthy for Arma's map and terribly boring when you play in wasteland server like (generally disabled), or some SP mission exploring the world. Furthermore, even showcases were written without taking into account this (future) "improvement" and this leads to weird situations when you play them now. If some hints could help to reduce this handicap, it's welcome!
Generally NVIDIA answers to these kind of questions. There is no problem with PhysX.
nextgeneration be quiet! I removed this post few minutes after i wrote it. I don't allow you to judge me for that. I keep downvoted for your present attitude now!
347.88 works fine.
Firing at a whatever car (from hatchback to HEMTT) with common BlueFor guns will lead to damage = 0 until the car is destroyed (damage = 1). No progressiveness except for minimum 7.62 cal (Zaphir) on a hatchback. This case is slightly responsive for damage count.
The results for damage status (between 0 and 1) are something like this:
- quads react (means !=0) for 6.5 cal (good news), but not hatchbacks! (shifting from 0 to 1 when exploding);
_ offroads keep damage at 0 with a 7.62. but are quickly destroyed. Hatchbacks take progressive damage (until about 0.2 then shift to 1) but seem to be more difficult to explode than offroads!
Take a .50 HMG and fire at Hunter or whatever military car IFRIT STRIDER HEMTT! There is no damage status else than 0 until you explode it.
Deep silence about this post.
In fact, as far as cars are concerned, all works as if fire geometry is insensitive to primary weapons/ HMG projectiles.
Voted up. By the way add also the possibility to designate (cursortarget) the weapon on ground, then order an AI unit of your group to take this weapon. (You are not forced to drop an empty weapon!) At this time, this order lists all available weapons in an unknown huge radius, without any logic of distance, and jam action menu (6).
In BIKI documentation:
"So if you want to refer to the actual object by its vehicleVarName, an extra step needed to assign the object to a variable of the same name.
_offroad setVehicleVarName "MyFerrari"; MyFerrari = _offroad;"
Sure thing, When you have an "identified" vehicle (_offroad), you can rename it, then delete it. You don't need to rename it for that.
Same for TEST123 = cursortarget; then later, delete TEST123 works!
OK, it's not a bug, but to be consistent, this function should be improved in order to be more useful and less confusing.
Place a unit with empty name. use setVehicleVarName to give it a name ("TEST123").
Neither:
_string = "TEST123"; _object = call compile _string; deleteVehicle _object;
nor:
deleteVehicle (missionNamespace getVariable ["TEST123",objNull]);
work...
Please make this function able to delete (or else) the "refering" vehicle.
It's not hard to add
missionNamespace setVariable ["TEST123",this];
It's just impossible to guess it for common guys who intend to script.
or create a setVehicleObjectName...
or, at least, add this mission miraculous variable in BIKI.
Each object on map should be destructible, each tree, bush burnable.
I'd rather like that instead of plenty of animals, garbage, if a choice for FPS.
Let each author add what objects/agents he wants. This should be the normal usage, now, with a powerful 3D editor.
In Arma IV perhaps?
No, because indestructible trees
The subject impacts the map design. Just hope the next one, Tanoa, will take that into account.
Hi mickeymen,
In fact, there are several kinds of buildings (and objects also). Depending on who created them i guess, some are indestructible with no animated door (just like scenery boxes), some are indestructible but doors can be animated, some are destructible and doors can be animated. And editor allows you to place all these buildings in your own scenario, directly or by the mean of a function in the initfield of an invisible helipad! Without mention all classes of them.
One of the major problem of Arma is the lack of standardization. Recently, i had to cope with that in DLC helicopter. There are just 2 kinds of helos, Taru and Huron. Each have pods for cargo. These pods are "land" object for Taru (like any other cars, tanks!), but simple object for Huron. Difficult to script referring to "kind of" classes. Scripts are weighty just to sort "cases" for all of these wild designs.
I'm interested in this topic. In despair, I've done a script enabling a "door sudden opening" when blowing a charge (claymore...) on it. See MGI_TG_V2 addon or video. I could write this for shells or heavy calibers fire!
And by the way, far more difficult, i suggest for future, to make possible hole in walls by charge or shell blasts, in order to let units penetrate into a building.
Agree with you Bouben. Don't stack mods on mods. FPS fall guaranteed.
I tried this with my add-on (MGI_TG_V2) displaying data such as actual sides, rating, health, tactical icons...
What i can say is:
- if you truly pass below -2000, you're enemy side; -40 pts comes with KIA report of one of your unit if you're leader;
- when on enemy side, you don't belong to a group anymore. So, no more -40pts;
- if you continue to kill ex-friendly units, your rating continues to decrease;
- if you kill your enemies-for-ever ("ex"-enemies) , your rating increases and you can even rejoin your ex-group (remaining guys but situation isn't clearly updated til report).
Yes i understood. My remarks remain valid!
Rating must reflect personal action. Shooting at friendly units must be sanctioned. What is more questionable is the fact to destroy own force empty vehicle (i.e. to avoid an enemy usage or allow it respawn in our base). All armies were lead to destroy their own armament in due occasion.
Sure! I had the same issue for addon: http://steamcommunity.com/sharedfiles/filedetails/?id=324784118
I took care to remove each MEH draw3D but I noticed FPS fall after each respawn.
The only solution I found in despair is :
RemoveAllMissionEventHandlers "draw3D". This works!.. but no documentation to say what could be the consequences in MP servers.
Playing in MP, this bug often occurs, after Halo jump, grenade explosion, vehicle passing nearby. It seems linked with cameraShake effects affecting the player. No need to be wounded (still occur with damage 0 & hitpoints damages 0).
First of all host and clients need to have the same mods and the same version of mods.
didn't see that anymore since 1.40
No need to be in dev branch. Last ARMA3 version is impacted. No problem in SP so far. In MP, just try to play on servers like wasteland. Plenty of vehicles are stuck into the ground.
It was already the case for setAmmo (for a vehicle).
Still a problem. There is no relation between hitpoint damages and getdamage function. Not only for car but any kind of vehicle, men included
I don't like ACE3. This addon is far too much possessive. It disables too much native Arma commands, like "put" "take" and so on.
Or the way to detect an action:
if (player performingAction "rearm") then {...}; or EH performingAction to avoid loop (limited but sensible list, not a keyDown/up check, already existing).
Tsark said: " I play this game license since OFP looking for a realistic gameplay and thus i think that i have more of a right to be heard than these people."
Dude, you just ruined all your credibility. You're not owner of Arma.
You can argue, tell your opinion but never judge you're above other people.
The force of your arguments should be sufficient. If not, move on to other issues.
One ignored ticket: You can't retain your breath when you're free diving. Fortunately, its seems you have a scuba bottle but unfortunately, something else than air inside (CO2 i guess):
http://feedback.arma3.com/view.php?id=20945
Sure, but before aeronautical considerations, i didn't find any mean to force simple difficulty as "map" (to decide if player can see units on map (extended map info) or not, and when (conditions).
Difficulties are too much hard coded.
This problem is the same for Military offices (as in Stratis airfield). There's a choice to be done between plenty of realistic models and a quota of models for scenery. And the problem is... FPS.
As exemple with throw:
class CfgWeapons
{
class GrenadeLauncher; class Throw : GrenadeLauncher { muzzles[] += {"MGI_LacrymoMuzzle"}; class ThrowMuzzle: GrenadeLauncher {}; class HandGrenadeMuzzle: ThrowMuzzle { magazines[] = {"HandGrenade"}; }; class MGI_LacrymoMuzzle : ThrowMuzzle { magazines[] = {"MGI_Lacrymo_mag"}; };... then you need to repeat all grenade classes with their magazines (like handGrenadeMuzzle above)!
btw, i never found the way to add a magazine for the GL_3GL_F launcher. It works for UGL_F (EGLM) but no way for the GL_3GL_F (commonly used in plenty of addons). Seems to need rewriting all guns just for that!
As far as binocular, rangeFinder & laserDesignator are weird weapon/item the linkItem function neither works with them.
Is it so difficult to correct these "items"?
This happens even on a SP mission in a local machine. Easy to test via editor. This "campaigns" for a better setSide function, enabling to change side of an empty vehicle (car, tank, air...).
Problem is wider than it appears. For instance, rating is impacted and becomes weird. As an emptied vehicle remains on last disembarked unit's side:
- player could shift quickly on enemyside while killing this emptied vehicle,
- enemy AI units continues to fire at emptied vehicle, merely than firing at disembarked units!
That's exactly what i'd like to mention.
I agree with you, there is a difference between scuba or free diving sounds.
But i disagree when you write "without any scuba gear, you only hear water motion".
If your player moves or stays quiet into water, there is always the same bubbles sounds at a breath frequency, non-correlated with arms movement. If you free dive a little bit, you'll notice you never have permanent, regular bubbles sounds like these.
But as you said, it's very minor hint. You can close it.
Sorry for my poor English and my pathetic try to make a joke comparing Arma' free diving to scuba diving with a CO2 tank.
Nothing important. It seems I'm the only one who think this weird. So free apnea divers will continue to emit breathes under water!
Hi everyone,
I've done complementary tests using Altis _ Almyra flat desert. Place an M4 Scorcher at grid 230172 (between the 2 lakes). Shoot at small hill (033 2300m). ETA is about 25sec and all seems OK if you are in M4 (artillery computer, gunner view). Impact at ETA. Now, play a spotter close to artillery. Aim the same target (roughly same az/D). Order a M4 fire: ETA in support sub-menu title remains 25sec, but impact occurs after 51sec! (You receive also the "splash" at 46sec). I don't understand how ARMA engine can manage two separate explosions: at ETA for M4, and 20sec later for all outside units!
All sounds great for mortar & MLRS. Strange ETA calculation for M4 because ETA decreases above 1400M range. It seems parabolic trajectory is not correctly computerized, leading to a wrong ETA. The function getArtilleryETA returns the same wrong ETA.
Try my add-on http://steamcommunity.com/sharedfiles/filedetails/?id=324784118 and i'll take into account all positive comments.
I can split it into parts for your health purpose.
You should be aware, as all (alive) objects cars, planes,... units have a global damage and uncorrelated hitpoints damages. That's the reason why a show body parts and give the global damage by a colored text.
remaining blood is a odd function leading to nowhere without pertinent script.
oxygen works under water (if altitude < -2m), fatigue works (too much in my opinion). I show it by a blinking dot (near heart of my body picture) and a heart beat accelerating sound.
Thanks if you take time and comment.
Vegetation is the best enemy friends! They hide, cover when you can't see anything when prone.