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add delay to Unconsciousness Captivity #3124

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merged 5 commits into from
Feb 25, 2016
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jokoho48
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@jokoho48 jokoho48 commented Jan 6, 2016

add delay to Unconsciousness Captivity(posible fix for #3121)

@jokoho48 jokoho48 added kind/feature Release Notes: **ADDED:** status/by-design labels Jan 6, 2016
[_unit, QGVAR(unconscious), true] call EFUNC(common,setCaptivityStatus);
} else {
[{
[_this select 0, QGVAR(unconscious), true] call EFUNC(common,setCaptivityStatus);
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Need to make sure they are still unconc at this point, if delayUnconCaptive > (wake up time)

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oh god point i missed that

prevent setCaptive if unit is wake up
@jokoho48 jokoho48 mentioned this pull request Jan 11, 2016
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@captainblaffer
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I don't know if this feature is good for gameplay.

For missions without revive module, which are quite hardcore, players will be less likely to survive. Which imo is not fun. They die, and medics don't have anything to do.

for missions with revive, it makes 0 sense for the AI to keep shooting the player for 10 seconds, as they can't die anyway. It will only cause the player to get hurt more requiring more bandages(annoying). Or the AI will keep shooting the unc. player instead of the alive player standing next to them, which will make the AI look dumb.

@jokoho48
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@captainblaffer you can easy disable this if you replace the number with a 0 :D

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I understand, but that is quite inconvenient for my community at least. I hoped if the general opinion is in line with my thoughts, to set the default value at 0.

@thojkooi thojkooi self-assigned this Jan 13, 2016
description = CSTRING(MedicalSettings_delayUnconCaptive_Description);
typeName = "NUMBER";
defaultValue = 10;
}
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Missing ;

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I am ok with including this feature however:

  • Please finish the translations. Also do mention that value of the setting is in seconds.
  • I am debating what the default value for this setting should be. We will discuss in Slack @jokoho48

@nicolasbadano
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I am debating what the default value for this setting should be

My opinion is default off

@jokoho48
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or we make it 3 secs

@nicolasbadano
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or we make it 3 secs

Yeah, that could be about right too. Assuming you see somebody fall to the ground, 10 seconds is way too much time to keep firing.

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kymckay commented Jan 13, 2016

I mentioned it on the focus feature issue, but I think having a setting for this is way too specific, if the default value is set right to begin with then a setting isn't meaningful to the average user.

@commy2
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commy2 commented Jan 13, 2016

^ No setting needed for this

@thojkooi
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thojkooi commented Feb 4, 2016

Yes, I am with you on that @SilentSpike. I think using 3 seconds is plenty. We can adjust based upon user feedback.

@ghost
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ghost commented Feb 19, 2016

I understand the lack of delay causes the ability of the AI to be merciful, to an unconscious opponent (who wanted to kill him!)
#3121
Do I understand correctly? Thus, please add the short delay finally and solve the problem of the stupid behavior of the AI in the ACE3! what are the obstacles to this?

@thojkooi thojkooi modified the milestones: 3.5.1, 3.5.0 Feb 20, 2016
@thojkooi thojkooi assigned nicolasbadano and unassigned thojkooi Feb 20, 2016
…onCaptiv

# Conflicts:
#	addons/medical/functions/fnc_setUnconscious.sqf
add stringtable entrys
change defualt in ACE_Settings
@nicolasbadano nicolasbadano modified the milestones: 3.5.0, 3.5.1 Feb 25, 2016
nicolasbadano added a commit that referenced this pull request Feb 25, 2016
add delay to Unconsciousness Captivity
@nicolasbadano nicolasbadano merged commit ae2ce0e into master Feb 25, 2016
@nicolasbadano nicolasbadano deleted the delayUnconCaptiv branch February 25, 2016 12:54
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7 participants