Unknown Health System Guide

A practical guide to the Casualties: Unknown health system in Garry's Mod: limb damage, medical minigames, vitals, compatibility, and survival tips.

Why This Health System Changes Every Fight

A bullet wound in Garry's Mod is usually a number, but the Casualties: Unknown health system turns it into a scene: torn limbs, failing vitals, and a body that keeps bleeding after the shooting stops. If you are building a medical roleplay server or trying to survive a raid without respawning, the Casualties: Unknown health system changes nearly every decision you make. This guide walks through the addon’s beta mechanics, its medical minigames, and the compatibility traps that can ruin a session before the first bandage comes out.

The addon is server content for Garry's Mod and currently identifies itself as version 0.2.22Bt Patch 1, recreating beta 7.0.1 of Casualties: Unknown. It is still a beta build. Expect bugs, inaccurate behavior, and changes between updates. The file size is about 41 MB, and it requires Simple Custom Shaders. The release also carries a mature-content warning for frequent violence or gore, which fits a system built around dismemberment, blood pools, and unconscious ragdolls.

The biggest adjustment is that normal health logic no longer runs the show. Players can be awake, talking, and moving while their actual condition is collapsing. The addon tracks brain health instead of relying on vanilla HP, and it layers bleeding, pain, infection, fractures, cardiac rhythms, and sensory damage on top. Treat every injury as a changing situation, not a one-time hit.

LayerWhat it changesWhy it matters
Brain healthReplaces vanilla HP as the core life stateA normal health bar will not tell you who is safe
Limb damageTracks 15 body partsYou need to locate the injured limb before treating it
Bleeding and woundsCauses physical blood loss, blood pools, and stainingUntreated bleeding keeps affecting the scene
Pain and consciousnessAdds dynamic pain, critical condition, and unconsciousnessA player can be alive but unable to act
Cardiac rhythmTracks vFib, v-Tach, asystole, and sinus rhythmThe AED minigame can become an urgent task
Infection and immunityAdds a separate status layer beyond immediate traumaRecovery is not only about closing the current wound
SensesIncludes eye injury, hearing damage, and tinnitusBlindness or ringing ears changes awareness
FeedbackUses wound view, vitals, chat effects, and proximity voiceYou must read the interface, not just watch HP

Setup, Compatibility, and the First Check

Before you add the Casualties: Unknown health system to a live server, treat it like a damage-model overhaul rather than a small plugin. The Casualties: Unknown health system addon is flagged as incompatible with Garry's Mod in its current listing, so read the instructions and test on a private server before promising a smooth public launch. The required shader dependency is not optional; missing it can break visual feedback.

Start with a clean addon list. Remove other health systems, death blockers, and duplicate death-screen addons. Test armor, revive/down, ragdoll, camera, and playermodel addons one at a time. A server that runs smoothly with vanilla damage can still fail once 15-part limb tracking, bleeding, cardiac rhythms, and per-frame calculations all start at once.

CheckRecommended actionReason
Shader dependencyInstall Simple Custom ShadersIt is a required item
Other health systemsRemove themThey directly conflict with the damage model
Armor systemsTest carefully and expect gapsCompatibility with most armor systems is planned, not finished
Revive/down systemsRemove or replaceThey conflict with unconscious and death flow
Death blockersAvoid addons that change PlayerDeathThey can break the dying and death screens
Death screen addonsDisable themThey overlap with the built-in death flow
Ragdoll addonsTest one at a timeMost ragdoll addons conflict
Camera addonsTest individuallySome camera addons cause problems
PlayermodelsUse standard ValveBiped bonesNonstandard models may not map correctly
Low-end PCsBenchmark before an eventThe addon calculates a lot of math every frame
NPC behaviorDo not rely on NPCs to finish downed playersNPCs aim where the playermodel used to be

Reading the Wound View, Vitals, and Limb Status

The Casualties: Unknown health system puts most of its information in the wound view medical UI. That interface combines limb status, vitals, and a doll that shows which body parts are damaged. Use it as your dashboard. Do not sprint into a fight, take a hit, and assume you are fine because you can still walk. The system can leave a player conscious for a moment and then drop them into an unconscious ragdoll state as blood loss, pain, or cardiac problems catch up.

Start every assessment with three questions: Which limb is damaged, what are the vitals doing, and is the player still conscious? The 15-part limb model means “arm hurt” is too vague. Check the doll first, then match the injury to a treatment. If a player is talking but the chat is breaking up or proximity voice behavior changes, do not assume they are stable. Condition affects chat and voice feedback, and those changes are part of the warning system.

Brain health is the real life state. A player who looks healthy in the usual sense can still be in serious trouble. Cardiac rhythms matter too: vFib, v-Tach, asystole, and sinus rhythm are all tracked, and the AED minigame exists because those rhythms are part of the simulation. If you see a cardiac problem, stop treating it as a cosmetic detail. Recheck the wound view after every major action, because the condition can shift while you are treating something else.

Useful UI habits:

  • Check the doll before choosing a minigame.
  • Read vitals before and after treatment.
  • Watch for unconsciousness, critical condition, and dying-screen prompts.
  • Track eye and hearing damage when a player complains about awareness.
  • Treat chat and voice changes as clues, not decoration.

Medical Minigames and a Practical Treatment Order

In the Casualties: Unknown health system, medical care is interactive. The current build lists five minigames: syringe, shrapnel, AED, bandaging, and dislocation. Each one is a hands-on task rather than a single-use item. That design is the point: treatment takes time, and time is dangerous when bleeding or cardiac failure is progressing.

MinigamePrimary usePractical note
BandagingDressing or closing bleeding woundsHandle visible blood loss before long procedures
ShrapnelRemoving embedded debrisUse the limb doll to find the injured part
SyringeAdministering injectable medicineOpiates are part of the pain system, so use the correct syringe
AEDAddressing tracked cardiac rhythmsTreat abnormal rhythm as an urgent problem
DislocationReducing a dislocated limbDo not ignore movement loss after a fall

A practical field order looks like this:

StepActionWhy
1Secure the areaMinigames pull attention away from nearby threats
2Read the wound viewTreatment depends on the actual limb, vitals, rhythm, and consciousness
3Control visible bleedingBlood pools and ongoing loss can worsen the scene
4Check the cardiac rhythmThe AED minigame matters when rhythm is abnormal
5Remove shrapnel and reduce dislocationsLocal trauma will not fix itself
6Manage painPain is tracked and can be dynamic
7Recheck vitals and the dollCondition can change after each treatment

Do not skip reassessment. The system is built around a physiological simulation, so a successful minigame does not always mean the patient is finished. After bandaging, shrapnel removal, AED use, or dislocation treatment, return to the wound view. If the player becomes unconscious, treat the ragdoll state as a medical emergency rather than a funny animation.

Hidden Trauma, Infection, and Server Performance

The Casualties: Unknown health system does not stop at visible cuts. It tracks muscle damage, skin damage, fractures, dislocations, hemothorax, internal bleeding, infection, and immunity. Eye injuries can leave a player half or fully blind, while hearing damage and tinnitus change audio awareness. Blood vomiting and dismemberment are possible, and the player physically bleeds and leaves blood pools. These are not cosmetic effects; they are reasons to reassess after every major hit.

Infection and immunity are listed as core systems, but the current feature list does not name a dedicated infection minigame. Treat infection as a status to monitor in the wound view and a reason to avoid letting several untreated injuries stack up. If a player has eye or hearing damage, adjust how you communicate with them. Do not assume they can see hand signals or hear voice warnings at full reliability.

Performance is the other hidden trauma. The addon calculates a lot of math every frame, and low-end PCs can struggle. On a busy server, that cost compounds quickly. If frame rate drops during mass-casualty scenes, reduce the number of concurrent wounded players, remove heavy camera or ragdoll addons, and keep the server’s addon list lean.

Conflict areaWhat happensSafer approach
Other health systemsOverlapping health logicRun only one health system
Armor systemsCurrent compatibility is limitedTest armor separately and document what works
Revive/down systemsDeath and unconscious flow conflictRemove or replace them
Death blockers and PlayerDeath editsBuilt-in dying and death screens can breakAvoid them on medical servers
Most ragdoll addonsUnconscious ragdoll behavior conflictsTest one at a time
Some camera addonsCamera behavior can breakTest before a public event
Non-ValveBiped playermodelsLimb mapping may failUse standard models
Death screen addonsDuplicate screens and overlapping logicDisable them
Low-end PCsHeavy per-frame calculationsBenchmark with a full server
NPCs against unconscious bodiesNPCs aim at the old positionDo not depend on NPCs to finish downed players

Several gaps are already on the roadmap: more syringe and bandage types, carrying unconscious players, an amputation minigame, access to other players’ wound views, armor compatibility for JMOD and HL2, and more screen effects. Do not treat those as live features until your build includes them. For now, build your server rules around what the current beta actually supports.

FAQ

Is this a finished replacement for normal Garry's Mod health?

No. It is a beta server-content addon that recreates beta 7.0.1 of Casualties: Unknown. Expect bugs, inaccuracies, and update churn. Test every change on a private server before a public session.

How many limbs does the Casualties: Unknown health system track?

Fifteen. The wound view doll shows limb statuses, so use it to locate injuries before starting a minigame. A vague guess is not enough when the UI can tell you which part is damaged.

Can the Casualties: Unknown health system run alongside other medical addons?

Other health systems directly conflict. Armor, revive/down, death screen, ragdoll, camera, and nonstandard playermodel addons can also break the experience. Add one mod at a time and test the full damage flow.

What should I treat first in a casualty scene?

Read the wound view, control visible bleeding, check the cardiac rhythm and AED need, then address shrapnel, dislocations, and pain. Recheck vitals after every step, because the condition can change while you work.