Feedback on 3.16.0 Medical Changes #9432
Replies: 3 comments 5 replies
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Joining the .rpt of this latest test. Antistasi campaign, played locally. In the last 10 minutes, I roll over an enemy with a BMP-2K. The guy then stand up and receive many HMG shots. Fall down. Stand up and finally a last shot incapacitate him. Checked my ACE settings. Here is a copy, of such, but not from ACE RC1 options (they are enabled in Medical section). and I closed the game already. ACE Antistasi Takistan Restoring Honor.txt |
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Hi, as AIs can be set to perform medical treatment only when carrying necessary items( #9362), could you please do a little modify, so that there is a new option(set to off by default, of course) to make "ace_common_fnc_replaceRegisteredItems" apply on AIs? I know #9362 is made for people who are willing to set custom AI loadouts, but I modified a tiny addon that could make vanilla Med Kits convert more ACE medical items, which may do some benefit to AI medics. @PabstMirror has listed some code: ["CAManBase", "init", { |
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Hi, I found out sometimes the FAK AI conversion founction will not work. 1 When start the mission, player's FAK will convert successfully ( I dont know if the image will be displayed correctly, but all 3 can be found in the upload zip below ). 2 then press M to open map, check AI teammate (No.6 autorifleman)'s inventory, you will find vanilla FAKs still there. 3 check another AI teammate (No.8 medic)'s backpack, the FAKs and Medikit are totally not converting to ace items. I also found NATO US Army Overhauled [RHS] mod uses a file called autogen.hpp to restructure NATO's equipments, some lines list here:
test mission: |
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3.16.0 introduces two changes to damage handling:
A) Armor Scaling (#9216). This system takes armor's
passThrough
(what you see in the Arsenal as "Ballistic Protection") into account to limit tankiness. The changes should increase survibility of vanilla's armored (CSAT and Spetsnaz) uniforms and helmets, and reduce protection of the vests designed for explosive resistance (the Carrier GL Rig, infamously). Should you find any combination of equipment that's still under or over-protective (in relation to vanilla), please comment here. Include classnames and RPT so we can figure out which mod it's coming from and which unit/combination of equipment specifically.You can also reduce the effect of this change by tweaking the newly added "Armor Passthrough Effect" setting if you'd like to make comparisons or prefer the old system.
B) Crew Damage (#9246). Since the release of the Medical Rewrite, crew inside exploding vehicles have come out (almost, sometimes completely) unscathed. This was due to an oversight in how we intercepted the engine's damage events. We believe we've covered all cases now, but if you still find a case of crew not taking damage when they should, report it.
The numbers for B didn't go through a lot of testing, and were mostly pulled out of my own head with comparatives to damage that should've been sustained had the crew been dismounted. If you have feedback on the severity, amount, or type of wounds caused, please post it here as well.
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