Bug #24935

Medic system failes if too many ppl are moving during application

Added by Sonsalt over 3 years ago. Updated over 3 years ago.

Status:Closed Start date:09/27/2011
Priority:Normal Due date:10/04/2011
Assignee:Sonsalt % Done:

100%

Category:-
Target version:1.13
Component:sys_wounds Affected Version:
Close Reason:Lacks required details

Description

During several missions it has been shown that the medic system fails for the medic if too many patients moved during the application of bandages, morphine and Epi. After a while the medic can't apply andy bandages etc anymore, no such function is available.

Solution: Disable player input during the application of bandages etc.

ace_sys_wounds.pbo (7 MB) Sickboy, 10/03/2011 10:33

Associated revisions

Revision 3d960190
Added by Sickboy over 3 years ago

~ FIXED: Bandaging could result in forever busy. refs #24935

History

Updated by rocko over 3 years ago

What fails?

Please elaborate, I don't get what you try to explain.

Updated by rocko over 3 years ago

  • Tracker changed from Bug to Feature

Think I know:
The wounded should not be able to crawl away while the medic is applying a bandage, like in RL where you don't wander around at the doctors when you get your arm or whatever bandaged.
Perhaps this is to prevent an exploit.

Updated by rocko over 3 years ago

  • Target version set to Planned (Needs Contributors)
  • Component set to sys_wounds

Updated by rocko over 3 years ago

  • Due date set to 09/28/2011
  • Status changed from New to Feedback
  • Assignee set to Sonsalt
  • Close Reason set to Lacks required details

Updated by Bo.Staahle over 3 years ago

My experience is as follows:

(Not reproducable with 2 players on the server)

When in medic function I loose the ability to apply treatment if 3-5 players have moved while applying something.
That typically shows as the result of the Treatment menu points not being selectable after pressing Examine... near
an injured person.

Even though others can treat the guy if I drop them the supplies.

This has happened to me 3-4 times in the past month or so.

I have not kept record of the exact sercumstances. This sunday was a mix of Epi, Morph and bandages.
And the last guy to move from me was Sonsalt ;-)

/BoSSMan_DK

Updated by Sickboy over 3 years ago

So basically the issue should be related to how the cancellation of medic actions works in case units move too far away?
So the abort process seems not to properly reset some variable it seems.

It would help tremendously if the repro steps could be abstracted to simply 1 player and 1 AI, or 2 players at most.

Updated by rocko over 3 years ago

What is more concerning is this

When in medic function I loose the ability to apply treatment if 3-5 players have moved while applying something.

Sounds like the wounding system can no longer detect wounded players therefore applying any medic material will fail for the specific player.
Though there is nothing in ACE that would prevent further applications IF a player moved away during treatment.
Easiest solution would be to transform wounded and conscious players into an animation for the duration of the application.

Updated by Cypher over 3 years ago

I would say the issue happens if applying bandages/morphine/epi and stop by looking away or the person runs off. In an op of ours tonight. I was applying med to a wounded,then a opfor ran out, had to turn to shoot him. After that I was unable to use ace med on me or anyone wounded.

Updated by rocko over 3 years ago

  • Due date changed from 09/28/2011 to 10/04/2011

Updated by Sickboy over 3 years ago

As long as there's no abstracted repro (basic mission with only the absolute minimum to repro it, and exact repro steps on how to accomplish the problem),
I propose we supply a debug version of the wounds system, which should be active on at least 2 clients that are involved with medicing and failing.

Hopefully the logs will then tell us what's going on.

Updated by Sickboy over 3 years ago

The problem seems rather to be related to the MEDIC unit moving away, not the unit who is being healed.

The attached PBO might fix it. Please confirm

Updated by Sickboy over 3 years ago

  • Status changed from Feedback to Closed
  • Target version changed from Planned (Needs Contributors) to 1.13
  • % Done changed from 70 to 100

Available in hotfix on SU (run Verify and Repair on the ACE preset (ACE+CBA mods))

Updated by rocko over 3 years ago

  • Tracker changed from Feature to Bug

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