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Vanilla wounding system kicks in often #1354

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gienkov opened this issue May 22, 2015 · 18 comments
Closed

Vanilla wounding system kicks in often #1354

gienkov opened this issue May 22, 2015 · 18 comments
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@gienkov
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gienkov commented May 22, 2015

ACE3 Version: 3.0.1

Mods:

Placed ACE3 Modules:

class ace_common_forceAllSettings {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_frag_enabled {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_interaction_EnableTeamManagement {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_magazinerepack_TimePerAmmo {
    value = 1.5;
    typeName = "SCALAR";
    force = 0;
};
class ace_magazinerepack_TimePerMagazine {
    value = 2;
    typeName = "SCALAR";
    force = 0;
};
class ace_magazinerepack_TimePerBeltLink {
    value = 8;
    typeName = "SCALAR";
    force = 0;
};
class ace_map_BFT_Interval {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_map_BFT_Enabled {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_map_BFT_HideAiGroups {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_map_mapIllumination {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_map_mapShake {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_map_mapLimitZoom {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_map_mapShowCursorCoordinates {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_maptools_EveryoneCanDrawOnBriefing {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_microdagr_MapDataAvailable {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_mk6mortar_airResistanceEnabled {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_mk6mortar_allowComputerRangefinder {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_mk6mortar_allowCompass {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_nametags_showCursorTagForVehicles {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_nametags_PlayerNamesViewDistance {
    value = 5;
    typeName = "SCALAR";
    force = 0;
};
class ace_nametags_PlayerNamesMaxAlpha {
    value = 0.8;
    typeName = "SCALAR";
    force = 0;
};
class ace_respawn_SavePreDeathGear {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_respawn_RemoveDeadBodiesDisconnected {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_switchunits_EnableSwitchUnits {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_switchunits_SwitchToWest {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_switchunits_SwitchToEast {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_switchunits_SwitchToIndependent {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_switchunits_SwitchToCivilian {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_switchunits_EnableSafeZone {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_switchunits_SafeZoneRadius {
    value = 100;
    typeName = "SCALAR";
    force = 0;
};
class ace_vehiclelock_DefaultLockpickStrength {
    value = 10;
    typeName = "SCALAR";
    force = 0;
};
class ace_vehiclelock_LockVehicleInventory {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_vehiclelock_VehicleStartingLockState {
    value = -1;
    typeName = "SCALAR";
    force = 0;
};
class ace_weather_enableServerController {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_weather_useACEWeather {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_weather_syncRain {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_weather_syncWind {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_weather_syncMisc {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_weather_serverUpdateInterval {
    value = 60;
    typeName = "SCALAR";
    force = 0;
};
class ace_winddeflection_enabled {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_winddeflection_vehicleEnabled {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_winddeflection_simulationInterval {
    value = 0.05;
    typeName = "SCALAR";
    force = 0;
};
class ace_winddeflection_simulationRadius {
    value = 3000;
    typeName = "SCALAR";
    force = 0;
};
class ace_explosives_RequireSpecialist {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_explosives_PunishNonSpecialists {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_hearing_EnableCombatDeafness {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_hearing_EarplugsVolume {
    value = 0.5;
    typeName = "SCALAR";
    force = 0;
};
class ace_hearing_UnconsciousnessVolume {
    value = 0.2;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_level {
    value = 2;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_medicSetting {
    value = 2;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_enableFor {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_enableOverdosing {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_bleedingCoefficient {
    value = 0.9;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_painCoefficient {
    value = 0.9;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_enableAirway {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_enableFractures {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_enableAdvancedWounds {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_enableVehicleCrashes {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_enableScreams {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_playerDamageThreshold {
    value = 0.9;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_AIDamageThreshold {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_enableUnconsciousnessAI {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_preventInstaDeath {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_enableRevive {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_maxReviveTime {
    value = 120;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_amountOfReviveLives {
    value = -1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_allowDeadBodyMovement {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_allowLitterCreation {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_litterCleanUpDelay {
    value = 1800;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_medicSetting_PAK {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_medicSetting_SurgicalKit {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_consumeItem_PAK {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_consumeItem_SurgicalKit {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_useLocation_PAK {
    value = 3;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_useLocation_SurgicalKit {
    value = 3;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_keepLocalSettingsSynced {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_healHitPointAfterAdvBandage {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_allowUnconsciousAnimationOnTreatment {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_moveUnitsFromGroupOnUnconscious {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_menuTypeStyle {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_advanced_ballistics_enabled {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_advanced_ballistics_alwaysSimulateForSnipers {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_advanced_ballistics_disabledInFullAutoMode {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_advanced_ballistics_onlyActiveForLocalPlayers {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_advanced_ballistics_ammoTemperatureEnabled {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_advanced_ballistics_barrelLengthInfluenceEnabled {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_advanced_ballistics_bulletTraceEnabled {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_advanced_ballistics_simulationInterval {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_advanced_ballistics_simulationRadius {
    value = 3000;
    typeName = "SCALAR";
    force = 0;
};

Description:
We had so far many situations, when player after being hit by bullets, or for example smashing on the ground on parachute were often hurt from both ACE3 Adv. medical and vanilla wounding system. Happened so far on both BWMod soldiers and RHS ones. I even tried gear up vanilla NATO to be 1:1 BWMod soldiers or RHS ones, didn't work. It's problematic cause players often complain that they are still hurt even when they are completely healed (ACE3 wounding). Only way to overcome this is to heal up by using vanilla actions near vanilla medevac vehicle. Seems to happen only on MP.

Steps to reproduce:

  • Use RHS soldier or BWMod one, also advanced medical system
  • Play on MP
  • Get hit by AI or other player
  • Heal yourself up and observe that you are still yelling from pain, screen is blurry (A3 vanilla wounding)

Where did the issue occur?
"Multiplayer"

RPT log file:
Well nothing related to medical inside mine. It just happens...

@jaynus
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jaynus commented May 22, 2015

something else is probably setDamage'ing the units which isn't triggering handleDamage. I don't really see a way around this. @Glowbal

@gienkov
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gienkov commented May 22, 2015

Other easy step to reproduce:

  • Tell your friend to drive a car, tell him to drive backwards
  • Sprint very close to his car hood
  • You will be wounded by vanilla wounding (if you use advanced medical, didn't tested basic)

@thojkooi
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If it's only on non vanilla units it screams broken hitpoints.

@jonpas
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jonpas commented May 22, 2015

RHS uses their own hitpoint system, I bet that's causing it. @gienkov can you verify it happens with vanilla units as well?

@gienkov
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gienkov commented May 22, 2015

Tested on NATO now so on vanilla too.

@gienkov
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gienkov commented May 22, 2015

I got it recorded and its uploading (very slowly).

@SzwedzikPL
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I've got the same problem only on cba and ace.

@gienkov
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gienkov commented May 22, 2015

Vid number 1 https://youtu.be/xT3p4PYarNQ

@gienkov
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gienkov commented May 22, 2015

Vid number 2 http://youtu.be/6oRK-r8JwDI

@PabstMirror
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ace_medical_handleDamage had unmatched {}, so I don't think any code was running in that function.

Should be fixed with 8fd0aef

@gienkov
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gienkov commented May 22, 2015

It's not.

@gienkov
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gienkov commented May 22, 2015

I think this line doesn't kick in:

if ({_x > 0} count _bodyStatus == 0) then {
    _unit setDamage 0;
};

File: fnc_handleDamage_advancedSetDamage.sqf
Line: 52

@Ateaxeate
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We have found that the PAK treats vanilla wounds.

@SzwedzikPL
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We have found that the PAK treats vanilla wounds.

Couse PAK heals everything and sets player damage to 0 but i think PAK does not solve this issue.

@GitHawk
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GitHawk commented May 28, 2015

Either the handleDamage event handler has some loop holes or BIS/CBA has.

@thojkooi
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This should now be fixed.

@DoktorLednik
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The group I play with usually uses adv. Medical and we're still often getting "vanilla wounded" along with ace wounds. Happens from taking terrain damage, vehicle damage, explosions and getting shot. We're using RHS units and a bunch of addon weapons.
A workaround of sorts when a PAK isn't available and a player is unable to run is to shoot that unit in the leg which will override the vanilla wounds with ace wounds. We're running the latest version of ACE.

@jonpas
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jonpas commented Jul 26, 2015

@DoktorLednik It hasn't been released yet.

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