Bug #28828

infantry men die when they are falling from 3 meters height only.

Added by cyrilator over 3 years ago. Updated about 3 years ago.

Status:Rejected Start date:02/21/2012
Priority:Normal Due date:
Assignee:- % Done:

0%

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

Description

To fall from house roof that are 3 meters tall make infantry men die in most of cases, even if they are falling straight on their feet.

it should rather broke legs, or make severe injuries but not kill.

the minimum heigh that lead to fatal injuries should be increased to up to 4-5m minimum.

2 x 5 meters fall kills..avi (8.5 MB) cyrilator, 02/21/2012 15:44

Associated revisions

Revision aa1c9e98
Added by Sickboy over 3 years ago

~ CHANGED: Improved survivability from falls. closes #28828

History

Updated by Sickboy over 3 years ago

  • Status changed from New to Feedback
  • Target version changed from TBD to 1.14
  • Component set to sys_wounds

Did you enable the ACE Wound system?

Updated by Sickboy over 3 years ago

To speed up this improvement, please provide a repro mission where there's 1 player who falls from 3 meters, and currently dies, thanks.

Updated by cyrilator over 3 years ago

just tried again

I died after two 5 meters jump (vector designator check, but surely closer to 6m). 1st jump injured me, with pain but without legs injury (!), second one directly killed me. ace wound is enabled.

don't know if a soldier could really die after two 6 meters jumps.

to fall on his feet after two successive jump could surely break his legs (also due to weight equipment), maybe becoming unconscious, severe internal bleeding, but not to kill once and for all.

Only if the player fall on his head, neck, or spin (maybe if in prone position) should direcltly kill.

but landing on his feet shouldn't.

expected :

a legs breaking with unconscious state and bleeding after the second jump instead of a direct kill.

Updated by Sickboy over 3 years ago

Well why would you make the same mistake twice? Falling once from 5m is stupid, falling twice... well... :P

afaik ARMA as game does not simulate loosing your balance and falling on your head. Perhaps the only time it occurs is if you fly by nade or so.
Personally I dont think it's bad to die if you fall from 5m twice in a row. Considering you should seek medical attention after falling anyway, and not just carry on happily to jump off another 5m high roof :D

Updated by Sickboy over 3 years ago

But after some more consideration, I do feel some for the unconscious state and bleeding etc.

Updated by Sickboy over 3 years ago

  • Status changed from Feedback to Resolved
  • % Done changed from 0 to 100

Updated by Sickboy over 3 years ago

  • Assignee set to Sickboy

Up on SU, please test and confirm.

Updated by cyrilator over 3 years ago

mod updated, verified and repaired.

same jumps same results.

Updated by Sickboy over 3 years ago

  • Due date set to 02/25/2012
  • Status changed from Resolved to In progress
  • % Done changed from 100 to 60

Thanks, ill have a closer look over the weekend.
Btw there should be little need for Verify 'n Repair these days; http://wiki.ace-mod.net/wagn/ACE_version_situation_resolved

Updated by ScarecrowisNOTamused. about 3 years ago

umm, no offence but are you sure you're using the Ace wounds modual? same type of building on cherno, i just tried now, See: http://youtu.be/a_AarwNKCZ8

Updated by Sickboy about 3 years ago

ScarecrowisNOTamused. wrote:

umm, no offence but are you sure you're using the Ace wounds modual? same type of building on cherno, i just tried now, See: http://youtu.be/a_AarwNKCZ8

Thanks that seems to be quite different results.
Is extended armor difficulty setting enabled in your tests? If so, if you disable it and restart the mission, is the behavior the same?

If the results are equal, I suppose we should lower the damage reduction again.
If interested, one can tweak the value at: https://dev-heaven.net/projects/ace-mod2/repository/revisions/develop/entry/Addons/sys_wounds/script_component.hpp#L88
Reduce the DIVider to lower the damage reduction on fall.
(Note; must use proper PBO tools to unpack and repack (unbinarized/unrapified recommended) with correct pboprefix, etc: https://dev-heaven.net/projects/mikero-pbodll)

Updated by Sickboy about 3 years ago

Also I think we should best attach the test missions we use, so we limit the factors (unit type, building, terrain type, etc).

Updated by rocko about 3 years ago

  • Due date deleted (02/25/2012)

Updated by rocko about 3 years ago

  • Status changed from In progress to Rejected
  • Assignee deleted (Sickboy)
  • Target version deleted (1.14)
  • % Done changed from 60 to 0
  • Close Reason set to Lacks required details

No testmission, no progress.

Updated by cyrilator about 3 years ago

ScarecrowisNOTamused. wrote:

umm, no offence but are you sure you're using the Ace wounds modual? same type of building on cherno, i just tried now, See: http://youtu.be/a_AarwNKCZ8

even if the range finder also shows 5 meters, you only jumped half the height I tested. check again my video. I took two levels of upstairs.

Updated by ScarecrowisNOTamused. about 3 years ago

cyrilator wrote:

ScarecrowisNOTamused. wrote:

umm, no offence but are you sure you're using the Ace wounds modual? same type of building on cherno, i just tried now, See: http://youtu.be/a_AarwNKCZ8

even if the range finder also shows 5 meters, you only jumped half the height I tested. check again my video. I took two levels of upstairs.

I did both the first, second and top (15m)

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