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Medical Engine - Prevent automatic unloading of dead or unconscious units

Open BaerMitUmlaut opened this issue 3 years ago • 6 comments

When merged this pull request will:

  • Fix #7897
  • Prevent dead units from automatically getting unloaded when a player gets in

BaerMitUmlaut avatar Oct 16 '20 20:10 BaerMitUmlaut

Make ai driver go unconc, then kill him, seat remains locked Do we only need to run this on AI? Maybe we could instead only lock the seat when loading an AI uncon

PabstMirror avatar Oct 16 '20 22:10 PabstMirror

Yes, that is intentional. The original issue was about AI, but this would be another step towards making it harder to differentiate between unconscious and dead units.

If we'd only apply this to AI, I could see problems with Zeus controlled units.

BaerMitUmlaut avatar Oct 16 '20 22:10 BaerMitUmlaut

Something needs to unlock the seat or the vehicle will be unusable for the rest of the mission

PabstMirror avatar Oct 17 '20 00:10 PabstMirror

Interaction menu - unload patient

BaerMitUmlaut avatar Oct 17 '20 07:10 BaerMitUmlaut

Arma Bug (maybe 2.00) unrelated to this PR but has breaking effects

Put AI Driver (d1) in Car (c1)

[] spawn {
    [d1, true, 9999] call ace_medical_fnc_setUnconscious;
    sleep 1;
    [d1, 20, "Head", "bullet"] call ace_medical_fnc_addDamageToUnit;
    sleep 1;
    systemChat format ["Dead %1-%2", vehicle D1, time];
    waitUntil {(vehicle d1) == d1};
    systemChat format ["WTF %1-%2", vehicle D1, time];
};

Dead @ 2.5 sec, WTF @ ~30 sec since they aren't in a vehicle, ACE_UnloadPatient action does not show but they still show in fullCrew?

image

PabstMirror avatar Nov 09 '20 17:11 PabstMirror

Anyone tested this with 2.02 yet?

jonpas avatar Apr 20 '21 10:04 jonpas

Arma Bug (maybe 2.00) unrelated to this PR but has breaking effects

Put AI Driver (d1) in Car (c1)

[] spawn {
    [d1, true, 9999] call ace_medical_fnc_setUnconscious;
    sleep 1;
    [d1, 20, "Head", "bullet"] call ace_medical_fnc_addDamageToUnit;
    sleep 1;
    systemChat format ["Dead %1-%2", vehicle D1, time];
    waitUntil {(vehicle d1) == d1};
    systemChat format ["WTF %1-%2", vehicle D1, time];
};

Dead @ 2.5 sec, WTF @ ~30 sec since they aren't in a vehicle, ACE_UnloadPatient action does not show but they still show in fullCrew?

image

vehicle for dead units is unreliable. objectParent needs to be used instead (it's faster anyway).

LinkIsGrim avatar Jul 22 '23 04:07 LinkIsGrim