Closed Jastreb closed 1 year ago
Mobile fail. Sorry guys
Possibly an issue with overpressure.
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.
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"]
Explosion simulation may be indetermisitic, yielding different results
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.
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
: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.
This increases new VD (tee her) priority. I might make a weekend of it
@Jastreb: RHS has its own independent vehicle damage system, it does not apply for testing or have anything to do with ACE.
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.
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.
yah understood; it will get resolved with ACE vehicle damage; hopefully RHS model continues to avoid it
Vanilla: https://www.youtube.com/watch?v=65vZ5BcbYfM
ACE: (Distance in ACE is important) http://puu.sh/hqs6F/633893b0e5.jpg
Video is deleted (vanilla), i've got mine : https://www.youtube.com/watch?v=s2rUA8wLJNY&list=PLbBKN48L5CjQsDYyoX3RH2v43qR_HBt1L&index=5
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