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ACE3 medical: Unconsciousness miscalculated on limbs. (Unexpected behavior after february 2022 update) #9027
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I need to check my own ACE medical settings, but I think yours a bit off. Though, it is not the "classic" values from Ace interface, so I may be wrong. |
Only those settings matters for the issue.
|
From what I remember seeing somewhere, pain doesn't multiply per wound so if the wounds inflicted aren't causing enough pain to fall unconscious, they won't. The setting does still work as it's happened to me numerous times since you opened this issue. As for the legs being "incredibly resistant" there really isn't anything in your legs that would cause you to die. The head or body are where all your vitals are. So death by leg wounds is usually blood loss. People have lost both legs to mines, IEDs or mortars and survived. Arma isn't able to simulate this so there really isn't anything you can do. As an added bonus comment for you, AI will not routinely mag dump your legs. They tend to go for your head or center mass. |
You are missing the point sire.
About the Once again, I was not having that issue before. But now, to get the behavior I want, I have to override the When |
You would bleed out and die, very quickly and before they die blood loss would make them unconscious.
But you disabled that. |
I disabled it for tests. I am talking about pain effects. It is what I matter and what the issue is about. Not bleeding. It got reduced in 73a7dbd could be the reason. |
That line you refer to only applies to contusions (bruises) so isn't relevant here. IMO there are two issues here:
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But from a human behavior, it's not making any sense for being ravaged by a full magazine and still standing and shooting back to players. So there is a problematic question about unconsciousChance setting. First, how should the threshold be reached ? So then we could use that unconsciousChance setting again including limbs. If you don't like this solution, please keep going on your overhaul rework on pain. There could be other solutions. I am really annoyed in the fact limbs are useless to shoot at but thank you for considering the issue. |
Mods (complete and add to the following information):
2.10 Main branch latest
3.15.7 latest
3.15.0 latest
Description:
With ace medical setting "summa of traumatisme" (ace_medical_fatalDamageSource), the pain on limbs is miscalculated and not turning unconscious the AI. (ace_medical_painUnconsciousChance).
The consequence is that AI are ignoring damages if you don't touch their head or torso. It takes more or less 30 bullets for an AI to die aiming only at legs, even with (ace_medical_AIDamageThreshold) at minimum.
I was using those settings before multiple times, and AI legs were never that much insensitives. That is why it makes me think it's a bug after those tests again, different weapons different units, armor, uniforms...
Aiming at the torso will make the same damage as usual (depending armor vest off course).
I tested with different settings but here is an export you can load:
pastebin ace medical settings
Steps to reproduce:
Follow [https://ace3.acemod.org/img/wiki/user/issue_flowchart.webp](this flowchart)!
force ace_medical_fatalDamageSource = 1; force ace_medical_AIDamageThreshold = 0.143474; force ace_medical_painCoefficient = 1; force ace_medical_painUnconsciousChance = 0.5; force ace_medical_bleefingCoefficient = 0; // we care pain only.
Optionnal: check the pain of the unit between shots to see if it goes moderate or intense, as I understood, Unconsciousness should depend of ace_medical_painUnconsciousChance but it's not anymore since the february update.
Expected behavior:
AI still standing after a full magazine in the legs.
Where did the issue occur?
Log Files (useless):
Problem:
73a7dbd
The february update lower the painMultiplier, having for side effect:
ace_medical_pain
is not increasing enough on limbs damages,ace_medical_const_painUnconscious
is too high to be reached byace_medical_pain
Consequences:
The const
ace_medical_const_painUnconscious
is almost never reached (0.5 by default).==> It makes the setting
ace_medical_painUnconsciousChance
useless / ineffective.==> It makes limbs insensible to pain.
==> It makes limbs useless parts to shoot at. (If you don't want to wait or watch AI losing their blood for some reason, like a static MG shooting at you or AI behaving like painless puppets, etc.)
Additional code:
https://github.com/acemod/ACE3/blob/master/addons/medical_damage/functions/fnc_determineIfFatal.sqf
Let's take a step back of coding and think about how much pain a person should experience before losing consciousness...
I don't wish anyone to experience that but I'm pretty sure most would fall down at least and feel unbearable pain.
I would just remind that pain is a brain mecanisme that makes you lose consciousness if too intense.
It was the main purpose of initial pain system before it was reworked in february update and it seems that part has been forgotten during re-development.
What is sure is that a full magazine of any assault rifle should send an AI unconscious when the resistance settings are at minimum.
leg damage
use of
painUnconsciousChance
:if ((_headDamage > _damageThreshold / 2) || {_bodyDamage > _damageThreshold} || {(_painLevel >= PAIN_UNCONSCIOUS) && {random 1 < EGVAR(medical,painUnconsciousChance)}}) then { [QEGVAR(medical,CriticalInjury), _unit] call CBA_fnc_localEvent; };
Temporary solution I'm using: overwrite the constant in the init.sqf:
ace_medical_const_painUnconscious = 0.35
Default is 0.5 and never reached.
Screenshots:
screenshot leg dammage
mp4: https://cdn.discordapp.com/attachments/976224710385877002/1017734574224199791/Replay_2022-09-09_11-52-39.mp4
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