Arma 3 Version: 1.94.145.903 (stable)
CBA Version: 3.12.0.190708 (stable)
ACE3 Version: 3.12.6 (stable)
Mods:
- CBA_A3
- ace
- RHSUSAF
- RHSUSAF - ACE Compatibility
- ADV - CPR
- ADV - Ace Medical
- ITARMY_LITE mas
- ITSOF_LITE mas
- TFAR (Beta)
Description:
Steps to reproduce:
Where did the issue occur?
Additional information:
tizio1 disableAI "path";
[tizio1, selectRandom[0.3,0.5], "leg_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "leg_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "leg_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "leg_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "leg_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "leg_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "leg_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "leg_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "leg_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "leg_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "body", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "body", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "body", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "body", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "body", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "head", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "head", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "head", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "head", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "head", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "hand_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "hand_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "hand_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "hand_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "hand_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "hand_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "hand_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "hand_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "hand_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[tizio1, selectRandom[0.3,0.5], "hand_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;.`
RPT log file:
wtf?
What's the problem with that?
Wow m8, great solution you gave me. I will defo try it!!
Best idea ever.
with medical from last stable release, you need to have a delay between calls to ace_medical_fnc_addDamageToUnit or ace will ignore multiple hits. This is not an issue on the medical rewrite
e.g.
[] spawn {
[tizio1, selectRandom[0.3,0.5], "head", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
sleep 0.25;
[tizio1, selectRandom[0.3,0.5], "head", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
};
@PabstMirror is that 0.25 a generic time or the minimum suggested?
I think it actually uses 3 or 4 frames, so you do a delay based on that,
0.25 sec is just a simple and safe number.
Cool.
Just tried but still nothing.
Most of the time the NPC dies, but always he does not feel pain nor bleed.
Wow m8, great solution you gave me. I will defo try it!!
As I wrote.. "Context". Never said it's any solution and it wasn't meant to be either..
or ace will ignore multiple hits.
And that's exactly why I posted the context, because your issue is the unit dying when it shouldn't, thus clearly not an issue with hits being ignored.
User wants to damage an AI in his self-made medical training mission, but the AI's are dying when damage is added via script. Instead of just going unconscious. That's his issue.
Accept my apologies, then.
I thought that, after the first message, that wanted to be a kind of a joke.
For the rest it is correct, units are dying instead of going unconscious and they do not bleed and the do not feel pain.
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.
Fixed in rewrite?
I don't think you need the delay anymore because it's event based