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I'm wondering if something similar to the fall damage change could be applied to vehicular collisions? It's very annoying that hitting a tiny bush suddenly makes you bleed from every member. Thanks again.
New ACE medical is the only way to actually make it work right. People are bonkers to want something else. If you put a tourniquet on someone's leg and unload a mag into it, they shouldn't die.
The only thing this mod changes to received damage is with fall damage.
My advice would be to test with vanilla units only, both in sp and mp.
Have you managed to do any MP testing / is ACE3 damage handled differently on servers to in SP - e.g. everything is local to the player in SP but is this still true in MP?
I don't understand how we get the results we do but we've just spent 25 minutes or so trying various settings and seeing this odd behaviour.
One thing you can get with ACE (and I think vanilla?) is a round going through one body part and being deflected so instead of passing straight through, it hits another body part. So not sure if what we're seeing is related to that but somehow the arms are often not registering damage in MP?
We've done things this evening where we've put 1/2 a magazine into an arm (very clearly just the arm!) and when inspecting the enemy, seen no damage to that arm, only a load of bruises to a heavily armoured torso...
But this seems too consistent to be a 'random bone ricochet' into the torso.
What you're able to do with this mod in SP is amazing and we'd love to experience the same thing in MP but have not yet seen anything like the same behaviour.
However AI can be shot over 20 times in the arm with no effect. With the stances that they take, this means they can cover lots of their torso with their front arm, effectively making themselves largely invulnerable.
For me, this mod works amazingly in single player testing. However, it seems to have no positive effects in multiplayer. It seems arm damage is more commonly transferred to the torso than standard ace, which can kill enemy quicker if they have no body armour but if you're fighting RHS russians, this is not helpful. Additionally, behaviour seems to go back to the '18+ hits in the arms and the AI is completely unaffected' mode unlike single player.
Just wondering if anyone else has experienced the same?
I see no point in this. it can be achieved like this in the init.sqf for example
["ace_unconscious", {
params ["_unit", "_active"]
if !(_active && {local _unit && {alive _unit && {isPlayer _unit}}}) exitWith {};
[_unit, "Unconscious"] call ace_medical_status_fnc_setDead;
}] call CBA_fnc_addEventHandler;
Would also be nice to have the old epinephrine behaviour, from the discontinued basic ACE medical, where it automatically revives a player above a certain blood level.
@Diwako Might wanna update the description and sample images to reflect the change you made in v 1.01 as listed on your GitHub. I was a bit confused when I first loaded it and didn't see any timers to change but soon found out why after a bit of digging xD
The taking over part is not possible to get rid of. it is part of vanilla arma and seems to be hard coded.
Is there the possibility to get an AI medic (advanced) to care for the wounded player? They let me die every time.
And is it preventable that the AI doesn't take over command of my group and messes everything up immediately as soon I'm unconscious for a second or two as the platoon leader?
I like the 'new' medic system but these two things are my pet peeves.. drives my crazy.