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Medical - Cleanup settings #7057

Merged
merged 8 commits into from
Jun 28, 2019
Merged

Medical - Cleanup settings #7057

merged 8 commits into from
Jun 28, 2019

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mharis001
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When merged this pull request will:

  • Cleanup medical settings
  • Remove some unused stringtable entries

Cleaned up setting names and descriptions and sorted them into appropriate sub-categories.
Left some settings that control the general behavior of medical in the main category.

// Handle setting being changed mid-mission and still properly check
// already unconscious units, should handle locality changes as well
if (isNil "_lastWakeUpCheck") exitWith {
_unit setVariable [QGVAR(medical,lastWakeUpCheck), CBA_missionTime];
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Could also trigger a wake up check right away rather than having the 15 second wait in this situation?

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I think it's good this way. That would introduce the possibility of going unconscious for less time than the check interval.

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this only applies to when the setting is changed mid-mission from 0% chance,
so I think it's just fine

@alganthe alganthe mentioned this pull request Jun 17, 2019
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</Key>
</Container>
<Key ID="STR_ACE_Medical_Damage_PlayerDamageThreshold_DisplayName">
<English>Player Damage Threshold</English>
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@kymckay kymckay Jun 20, 2019

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Would be tempted to rename these damage settings as they look more like a health coefficient than a damage threshold.

Edit: What I was assuming based on the name, even more apparent why this should be renamed 😛

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Believe in meeting we discussed something like "Critical Damage Threshold" > "Damage event which will cause a unit to fall unconscious" (reword as desired).

<Russian>Определяет, когда игрок может получить смертельное ранение</Russian>
</Key>
<Key ID="STR_ACE_Medical_Statemachine_FatalInjuryConditionAI_DisplayName">
<English>AI Instant Death</English>
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I think this is too ambiguous, it's also weird how this setting only does anything if AI unconsciousness is enabled (because otherwise they always die instantly upon receiving a wound which would push them into unconsciousness).

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Could actually be a 3 way combination of both settings:

  • AI can't go unconscious
  • AI can go unconscious
  • AI can receive a fatal injury (and go unconscious)

Just hard to find an appropriate title/wording

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🤔 Maybe it's actually fine as is, this is a really annoying setting design pattern, but I guess the unconscious and fatal injury systems are separate ultimately.

Would still reword this so that it's clear user is enabling/disabling fatal injuries for AI. That way when we have a section in the docs explaining fatal injuries it's clearly related to this setting.

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Merge #7069 before merging this.

@PabstMirror PabstMirror added this to the Medical Rewrite milestone Jun 23, 2019
@PabstMirror PabstMirror added kind/cleanup Release Notes: **CHANGED:** kind/enhancement Release Notes: **IMPROVED:** labels Jun 23, 2019
mharis001 and others added 3 commits June 27, 2019 13:28
* Add more blood settings and cleanup

* Fix include before header

* Update addons/medical_blood/functions/fnc_init.sqf

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* Disable debug
 Conflicts:
	addons/medical_treatment/ACE_Settings.hpp
</Key>
<Key ID="STR_ACE_Medical_Damage_PlayerDamageThreshold_Description">
<English>Sets the amount of damage a player can take before being killed.</English>
<English>Sets the amount of damage a player can receive before going unconscious.</English>
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🤔 I still think the description could be better (because it sounds cumulative here, but it's really for a single damage event). However, we can tweak it later 👍

@PabstMirror PabstMirror merged commit b2f4b8e into master Jun 28, 2019
@PabstMirror PabstMirror deleted the medical-settings-cleanup branch June 28, 2019 16:50
@PabstMirror PabstMirror modified the milestones: Medical Rewrite, 3.13.0, 3.13.0-temp2 Dec 30, 2019
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4 participants