This was brought up in some past conversations.
Observations:
https://www.youtube.com/watch?v=wD8ZKuD-5D4
Note that the player survives many bullets.
The victim gets hit.
He seems to receive a non-instantly fatal wound.
He goes unconscious.
Then he just bleeds.
Notes:
Expected:
Player is expected to die faster in this video.
x60 multiplication is probably not meant to be there. Unit will wait 30 minutes (in default configuration) before dying in cardiac arrest.
Controls when the FatalInjury event occurs (only headshots based on the condition) that will cause the state machine to enter the FatalInjury state from Default, Injured, or Unconscious. Also the same event that causes the transition from CardiacArrest to Dead.
x60 multiplication is probably not meant to be there. Unit will wait 30 minutes (in default configuration) before dying in cardiac arrest.
Yeah it looks like this setting used to be in minutes (see 39582914f743d586efcc361e9d01d97cd8e0ab77), but was later changed to seconds without updating this piece of code to match.
A body dies separate from natural causes, from shock. Septic shock caused by bacteria, Anaphylactic shock caused by hypersensitivity or allergic reaction, Cardiogenic shock from heart damage, Hypovolemic shock from blood or fluid loss, and Neurogenic shock from spinal cord/brain trauma.
Therefore in slow reality it would mean that the AI you shot would only die once these criteria have been met.
Would it not be right to have each wound cause an amount of Hypovolemia that is added to a total once that total reaches a certain level the patient suffers injuries not conducive with life and expires.
In addition to something along the lines of #6277 we might want to think about removing the cap on blood loss and letting units bleed out incredibly fast if wounds stack up (adding a check to the vitals loop to just kill the unit if their blood volume drops to 0)
Most helpful comment
https://github.com/acemod/ACE3/blob/32e73fa1b314180dc436985a461bf25f5cda7881/addons/medical/functions/fnc_conditionCardiacArrestTimer.sqf#L19
x60 multiplication is probably not meant to be there. Unit will wait 30 minutes (in default configuration) before dying in cardiac arrest.
https://github.com/acemod/ACE3/blob/32e73fa1b314180dc436985a461bf25f5cda7881/addons/medical_damage/functions/fnc_woundsHandlerSQF.sqf#L127
Controls when the
FatalInjuryevent occurs (only headshots based on the condition) that will cause the state machine to enter theFatalInjurystate fromDefault,Injured, orUnconscious. Also the same event that causes the transition fromCardiacArresttoDead.