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Medical - Cleanup settings #7057
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// 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
</Key> | ||
</Container> | ||
<Key ID="STR_ACE_Medical_Damage_PlayerDamageThreshold_DisplayName"> | ||
<English>Player Damage Threshold</English> |
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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.
Merge #7069 before merging this. |
* 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 👍
When merged this pull request will:
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.