ACE3
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Medical Engine - Prevent automatic unloading of dead or unconscious units
When merged this pull request will:
- Fix #7897
- Prevent dead units from automatically getting unloaded when a player gets in
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
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.
Something needs to unlock the seat or the vehicle will be unusable for the rest of the mission
Interaction menu - unload patient
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
?
Anyone tested this with 2.02 yet?
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 infullCrew
?
vehicle
for dead units is unreliable. objectParent
needs to be used instead (it's faster anyway).