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Medical Damage - Add scaling for number of body parts hit from non-specific wound types

Open PabstMirror opened this issue 4 years ago • 1 comments

This PR adds a (setting?) to control the number of wounds created for non-selection-specific wound types.

ref a 3m fall:

_allDamages=[
    [0.086638,"Body",1.03966],
    [0.086638,"RightArm",0.519828],
    [0.086638,"RightLeg",0.519828],
    [0.086638,"LeftLeg",0.519828],
    [0.086638,"LeftArm",0.519828],
    [0.0187293,"Head",0.0374586],
    [0.00418826,"#structural",0.0125648]], _typeOfDamage=collision

20220412195532_1

resulting in wounds on all body parts (5 bleeding) for just a 3m fall this will take a while to treat, old medical would usually just be a single wound on a leg

Old medical roughly took 0.86638 (top dmg) worth of damage and then create a number of wounds spread among the different body parts New medical handles each part with with it's own damage source, so you almost get ~5x as much damage applied.

The new setting @ 0.0 will behave just like new medical unchanged. @ 1.0 it will approximate old medical (same dam applied, but not spread out as much) imho 0.3 - 0.5 seems to work very well

PabstMirror avatar Apr 13 '22 01:04 PabstMirror

Personally not a big fan of this, feels too much like reverting to the old behaviour when moving away from that was half the point of the rework.

you almost get ~5x as much damage applied

This is kind of intentional, it was far too forgiving before. I do agree that it needs to be tweaked a bit though especially at the low end; forcing the players to spend this much time bandaging is too much inconvenience for a fairly minor actual threat. See #8861 for alternative solution.

It's weird that this fall is registered as collision instead of falling, we should keep an eye out for ways to improve fall detection.

pterolatypus avatar May 12 '22 16:05 pterolatypus