acemod / ACE3

Open-source realism mod for Arma 3
https://ace3.acemod.org
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Tank crew getting damage by near explosion of a vehicle #683

Closed Jastreb closed 1 year ago

Jastreb commented 9 years ago

ACE3 Version: e12831bee474814bee5fd4f02f4dc10a9ccb40b6

Mods:

Placed ACE3 Modules:

None/Unkown - ACE test mission Stratis

Description:

Tank, or just any armored vehicle crew gets hurt and set unconscious if a nearby explosion of any vehicle occurs. Affects both AI and player. This should not happen, at least I cant recall things working like this in Arma, although I dont use armored vehicles much. Possibly a bug with medical system or just missing crew protection from ACE2?

Steps to reproduce:

Where did the issue occur?

Hosted MP

RPT log file: http://pastebin.com/cg6nkj0j

jaynus commented 9 years ago

Mobile fail. Sorry guys

thojkooi commented 9 years ago

Possibly an issue with overpressure.

PabstMirror commented 9 years ago

I feel like there is some kind of problem with locality/mp with explosions damage handleing. For tripflares, I have an very very low damage explosion happening. In a local MP test (non dedicated) the server has never gotten knocked out from this explosion, but the non-server client has about a 40% chance to get knocked out.

PabstMirror commented 9 years ago

I can reproduce this tripFlareTest branch:

[] spawn {
_bomb = "ACE_APERSTripFlare_Wire_Ammo" createVehicle (getpos player);  
_dropPos = getpos player;
 _dropPos set [2, 0]; _
bomb setPos _dropPos; 
sleep 1; 
_bomb  setDamage 1;};

Never knocks out server, client gets knocked out most of the time.

Server: handleDamage_advanced.sqf:30","EXPLODE_6 _this: _unit=GrpNATO_A1_0, _selectionName=head, _amountOfDamage=2.11593e-005, _sourceOfDamage=<NULL-object>, _typeOfProjectile=ACE_APERSTripFlare_Wire_Ammo, _newDamage=2.11593e-005"]

Client: handleDamage_advanced.sqf:30","EXPLODE_6 _this: _unit=GrpNATO_A2_0, _selectionName=head, _amountOfDamage=2.0353e-005, _sourceOfDamage=<NULL-object>, _typeOfProjectile=ACE_APERSTripFlare_Wire_Ammo, _newDamage=2.0353e-005"]

jaynus commented 9 years ago

Explosion simulation may be indetermisitic, yielding different results

Jastreb commented 9 years ago

Could be fire effect when vehicle gets set on fire. But for some reason you get damaged even if you are inside a 60T/whatever armored vehicle. If you tried to repro this you might have seen that you will not be unconscious instantly, it lasts a few seconds, of taking damage, before you get knocked out. This is - I think - similar to damage you will get when you are not inside a vehicle and close to a burning vehicle.

Could fire be just removed? Just for testing and then well see. Hm?

Ill try with RHS loaded, and will monitor the health while trying to reproduce.

thojkooi commented 9 years ago

Taking damage is probably be due to fragmentation. The unconscious part had some issues and taking damage inside vehicles for advanced threw a script error; those have been fixed in #717

Jastreb commented 9 years ago

:banana:

Still an issue with b32a2b7495eaa76b33959bf571151832137c4a44 and latest CBA. No change at all. Maybe we need crew protection...

http://www.dodaj.rs/f/r/QT/4Ba5WFki/arma320150418003111016.png

Update:

Does not happen with RHS vehicles, only vanila. Tested in SP - VR with @cba_a3;@ace3;@rhsafrf;

Not a medical bug I suppose, as @jaynus said. This may require crew protection on vanilla VC.

jaynus commented 9 years ago

This increases new VD (tee her) priority. I might make a weekend of it

jaynus commented 9 years ago

@Jastreb: RHS has its own independent vehicle damage system, it does not apply for testing or have anything to do with ACE.

jaynus commented 9 years ago

This is due to penetration only applying to velocity of the projectile entering + thickness of the armor; because material type etc does not apply the penetration model fails.

Jastreb commented 9 years ago

Yeah @jaynus I know that, that's why I used RHS to test it. Vanila VC are efd, but I dont care much cause I dont use them at all. Just wanted to report it in case of ABCD...

If you get to handle vanilla vehicles differently, and disable the explosion (d)effect on destruction this would not happen or sometimes in rare cases. The whole blowup on critical damage is retarded anyway.

jaynus commented 9 years ago

yah understood; it will get resolved with ACE vehicle damage; hopefully RHS model continues to avoid it

bux commented 9 years ago

Vanilla: https://www.youtube.com/watch?v=65vZ5BcbYfM

ACE: (Distance in ACE is important) http://puu.sh/hqs6F/633893b0e5.jpg

jaynus commented 9 years ago

1062

vlad8011 commented 8 years ago

Video is deleted (vanilla), i've got mine : https://www.youtube.com/watch?v=s2rUA8wLJNY&list=PLbBKN48L5CjQsDYyoX3RH2v43qR_HBt1L&index=5