ACE3 medical: Legs incredibly resistant to bullets and damages / Pain not affecting unconscious chance ?
Mods (complete and add to the following information):
-
Arma 3:
2.10 Main branch latest -
CBA:
3.15.7 latest -
ACE3:
3.15.0 latest
Description: With ace medical setting "summa of traumatisme" (ace_medical_fatalDamageSource), the pain is not turning unconscious the AI (ace_medical_painUnconsciousChance). The consequence is that it takes more or less 30 bullets for an AI to die aiming legs only even with (ace_medical_AIDamageThreshold) at minimum. I was using those settings before multiple times, and AI legs were never that much insensitives. That is why it makes me think it's a bug after those tests again, different weapons different units, armor, uniforms... Aiming at the torso will make the same damage as usual (depending armor vest off course).
I tested with different settings but here is an export you can load: pastebin ace medical settings
Steps to reproduce: Follow [https://ace3.acemod.org/img/wiki/user/issue_flowchart.webp](this flowchart)!
- load medical settings as this value being important for the test:
force ace_medical_fatalDamageSource = 1; force ace_medical_AIDamageThreshold = 0.143474; force ace_medical_painCoefficient = 1; force ace_medical_painUnconsciousChance = 0.5; - Place a lot of AI on careless mode. (with a lot of ammo)
- Shot an AI in the legs only,
Optionnal: check the pain of the unit between shots to see if it goes moderate or intense, as I understood, Unconsciousness should depend of ace_medical_painUnconsciousChance.
Expected behavior: AI still standing after a full magazine in the legs.
Where did the issue occur?
- On dedicated, Editor (Singleplayer) / Editor (Multiplayer)
- Can't reproduce in Ace Virtual Arsenal (even with setting load in "server")
Log Files:
- Link to pastebin rpt
Additional context: https://github.com/acemod/ACE3/blob/master/addons/medical_damage/functions/fnc_determineIfFatal.sqf Since the _damageThreshold is only used for head and torso, I think the "insensibility" of legs (even if limping happens) could be a consequence of a bug with ace_medical_painUnconsciousChance since I used it to set how much an arm or leg should endure before the AI is killed.
Maybe there is another reason but I think the answer is that setting painUnconsciousChance is not having any effect anymore.
if ((_headDamage > _damageThreshold / 2) || {_bodyDamage > _damageThreshold} || {(_painLevel >= PAIN_UNCONSCIOUS) && {random 1 < EGVAR(medical,painUnconsciousChance)}}) then { [QEGVAR(medical,CriticalInjury), _unit] call CBA_fnc_localEvent; };
Could be cause of: // Consts for determineIfFatal: sum of damage (values are calcualted at runtime in preInit) ?
What is sure is that a magazine of AK-47 should send an AI unconscious when the resistance settings are at minimum.
Temporary solution I'm using: overwrite the constant in the init.sqf
ace_medical_const_painUnconscious = 0.35
Default is 0.5 and never reached.
Screenshots: screenshot leg dammage
mp4: https://cdn.discordapp.com/attachments/976224710385877002/1017734574224199791/Replay_2022-09-09_11-52-39.mp4