Ace3: Cannot interact with respawn gui when dying from unconsciousness

Created on 2 Jan 2020  Â·  18Comments  Â·  Source: acemod/ACE3

Mods:

  • Arma 3: 1.96.146114 [e.g. 1.00 stable, rc, dev]
  • CBA: 3.13.0
  • ACE3: 3.13.0
    _Made sure to reproduce the issue with only CBA and ACE3 on a newly created mission!_

Description:
When dying from unconsciousness you cannot interact with respawn UI. Unconsciousness restrictions on iteraction do not end on death. I consider this a game breaking bug.

Steps to reproduce:

  • Run arma with ACE3 and CBA only
  • (optional) create new profile so you can run default ace settings
  • Create new multiplayer mission in editor
  • Place one BLUFOR unit, set variable name test_sld
  • create one marker with cariable name respawn_west
  • create one zeus game master module set owner as test_sld
  • ensure you have default ACE settings set
  • save the mission
  • Create description.ext in the folder of the mission
  • Paste this in description.ext
respawn = 2;
respawnDelay = 1;
respawnTemplates[] = {"MenuPosition","MenuInventory","Tickets","Spectator"};
  • run the mission in listen server multiplayer
  • click on respawn
  • spawn BLUFOR AI from zeus
  • shoot your character once in the chest (make him go unconscious but not outright dead)
  • wait 10s
  • shoot your character until it dies
  • be presented with the respawn screen but be unable to click respawn or anything else

Expected behavior:
Be able to click respawn after dying from unconsciousness.

Where did the issue occur?

  • Dedicated and Self-Hosted Multiplayer
kinbug

Most helpful comment

["ace_killed", {
    if (_this select 0 == player) then {
        ["unconscious", false] call ace_common_fnc_setDisableUserInputStatus;
    };
}] call CBA_fnc_addEventHandler;

Running this fixes it, the problem is that when unconscious ACE disables user input but only gives it back after the player receives a new unit to play with, in this case however, the user doesn't get a new unit until they press the respawn button on the display.

All 18 comments

Are you sure this isn't because you were remote controlling another character when you died? Try pressing zeus key on the map again to see if that helps

Nope, also tested on a dedicated server without any zeus involvement (killed by another player the same way).
Just to be sure tested this again with no zeus and 2 players on listen. Does the same thing.

Also when you have Zeus game master available, you can press Z to open the interface behind the respawn screen then use Z to close it again and that unlocks the respawn UI, that is really unrelated tho.
Without zeus you are unable to unlock the UI.

For SP testing you can create a script that puts you unconscious and kills you after 10 seconds.

Can confirm, also experienced the issue. Tested on a dedicated server with multiple people, no remote control involved. When shooting an uncosncious character and killing him, that player is unable to respawn or interact with UI, and has to be kicked and rejoin.

I'm experiencing the same issue.

my unit and i are also experiencing this issue. this issue occurs regardless if the player dies from cardiac arrest or is instantly killed (by script or applied damage from a very large explosion, for example).

a mission where the player is forced to respawn results in the respawned unit having the same injuries they had when they died, but this appears to be unrelated.

We're also experiancing this exact issue (Updated the server 2 days ago, took us a while to figure it out).

Not a single RPT log file.

Here you go, but I'm telling you there's nothing in there.
Arma3_x64_2020-01-05_15-24-18.txt

I did notice that it seemed to happen when the eyes were trying to open... I'll do some more testing and see if I can come up with a script to reproduce it

["ace_medical_knockOut", player] call CBA_fnc_localEvent;
[{ player setDamage 1; }, [], 3] call CBA_fnc_waitAndExecute;

will reproduce this every time

["ace_killed", {
    if (_this select 0 == player) then {
        ["unconscious", false] call ace_common_fnc_setDisableUserInputStatus;
    };
}] call CBA_fnc_addEventHandler;

Running this fixes it, the problem is that when unconscious ACE disables user input but only gives it back after the player receives a new unit to play with, in this case however, the user doesn't get a new unit until they press the respawn button on the display.

This should now be fixed on master, will close once confirmed

I will try to test it today.

On Tue, Feb 4, 2020, 12:18 SilentSpike notifications@github.com wrote:

This should now be fixed on master, will close once confirmed

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Thanks, would usually test this stuff myself but don't have my computer setup for arma development at the moment

Will be re-evaluated after 3.13.1 release.

Let us know if this is still an issue after today's patch

Looks fixed after testing in local MP using the code from @zharf

Indeed, seems fixed to me.

On Wed, Mar 11, 2020 at 8:29 PM Wolffe notifications@github.com wrote:

Looks fixed after testing in local MP using the code from @zharf
https://github.com/zharf

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can confirm, both respawning and playing around with spawn settings (select custom position, type base, type instant, et c) seem to be working as expected.

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