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I found out that if the tasers are given to AI units, even if they are Zeus controlled, it doesn't work.
If you are affiliated with anzus gaming, the above statement is void."
X2 taser
Also
X26_Cartridge
X26_Cartridge_Blank
X26_Cartridge_Yellow
X26_Cartridge_Blank_Yellow
crow_x26_yellow
crow_x26_green
crow_x26_blk_yellow
1. AI will teleport immediately to a unconscious state instead of ragdoll or something smoother
2. it creates a lot of blood, like whole pools on the ground from the leg wounds
3. They still sometimes do get stuck in unconscious state and they remain there
4. They will sometimes get up while wounded, however tasing them again usually does away with their wounds
If it's possible to just ragdoll or move them to an unconscious state with a bit of a smoother animation (I think they ragdolled before? I'm not exactly sure if that was ACE or non-ACE though) without wounding it would be nice but I'm not familiar with ACE configs, I don't know if that's feasible, anyways thanks for keeping this up to date and taking feedback! The ability to control unconscious times is really great.
If I can have some people test it in MP and get back to me that'd be nice
The first issue is simply debug being forgotten.
The second issue is due to the differences between scripting with ace and without. With ace, it ragdolls *and* sets unconscious. Without ace, it simply sets unconscious without ragdoll. Therefore setting a time will suspend the script even more, causing issues. Though it's a possibility.
That last one has been a pain. It can happen when too much is going on and the script forgets to wake that unit up. (eg tasing two people at once)