Arma 3
Auto-Medic
dmorchard 12 Apr, 2018 @ 8:22am
player revived by AI medic continues to bleed out
I've been testing Auto-Medic since repairing the mod structure issue I mentioned on the comments page. It seems that AI medics aren't able to fully heal an incapacitated player.

I created a simple multiplayer mission with respawn and revive enabled, incapacitation mode = basic and a 30 second bleedout duration. There's a single player character with an AI Combat Life Saver as squadmate. Once in-game I vault off the roof of a cargo tower to become incpacaitated, and my CLS takes command closes on my location and revives me. Command is handed back to me, and I'm revived from the incapacitated state (I can once again move around, change stance, etc). However, BI's post processing effects (I believe it's "Film Grain") remains, and then after the bleedout timer I instantly die and respawn. Prior to the respawn I don't have any indication that I'm still injured, i.e. no mousewheel option to heal myself with my FAK or when adjacent to a HEMTT medical truck. After the respawn the film grain effect is gone.
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Showing 1-15 of 19 comments
DH  [developer] 14 Apr, 2018 @ 3:33pm 
Thanks for the heads up.
I think I have to explicitly set the player's lifeState once healed if they had been incapacitated.
I will check it out and push an update.
DH  [developer] 14 Apr, 2018 @ 5:26pm 
I added these two lines after the player is healed.

_injured setUnconscious false;
[ "#rev", 1, _injured ] call BIS_fnc_reviveOnState;

It may be possible to just use the _reviveOnState BIS Function.
dmorchard 14 Apr, 2018 @ 6:22pm 
Tested the latest (7:42 PM) push with my same repro steps above and it seems broken. Now when I dive off the tower my CLS hussles over to take his place in formation and lets me bleed out.

Thanks for putting this up on GitHub! I'll move over there to continue the discussion. I wish I could be more help; I suck at coding, but I'll gladly keep bug testing - I really want this to work!
dmorchard 15 Apr, 2018 @ 5:17pm 
Bingo! Latest release (Apr 15, 6:59PM) is working!
DH  [developer] 15 Apr, 2018 @ 5:26pm 
I maed a few more updates. For some reason it was caching it on my box. I'm pretty sure this version should be working properly.
dmorchard 15 Apr, 2018 @ 6:44pm 
Oh no, I think it's rebroken :/ The last one (7:16 PM) contains both an "Auto_Medic.pbo" and an "Auto_Medic" directory containing everything that's also in the PBO. LOL, I read through all your change notes this time... I feel your pain.
DH  [developer] 15 Apr, 2018 @ 7:48pm 
It works when I run it with both. No matter what I do, when using the Arma 3 Publisher, it keeps creating the folder. Does if fail when you run it?
dmorchard 15 Apr, 2018 @ 8:07pm 
I'm not sure anymore. It worked in a locally-hosted MP game when I ran the 6:59 version. I hopped out of that to push the mod onto a dedicated server, where it didn't work, and by that time I realised you had published another version. Noticing the nested file structure I thought I must have copied the newer one onto the server, but maybe that's not it at all.

I'll try again tomorrow and get back to you.
dmorchard 15 Apr, 2018 @ 8:13pm 
w.r.t. Publisher - I think I know what's going on now. Are your Addon Builder input/output directories the same? You can do it that way, but then you need to restructure things before you publish. Either move the raw PBO contents, the "Auto-Medic" folder, elsewhere; or move the PBO to a new @Auto-Medic/Addons/ elsewhere along with mod.cpp etc.
Last edited by dmorchard; 15 Apr, 2018 @ 8:15pm
dmorchard 16 Apr, 2018 @ 7:24am 
Apologies! It is working, as is, in both local-host and dedicated tests. To be clear, this success is with my dead simple MP test mission and no other mods. Worth noting: since my server is Linux I had to rename components of the mod to all lowercase.

The trouble I was having yesterday was while adding it to a modded KP Liberation mission, and it still isn't working today. Before including Auto-Medic this KP Lib mission works whether it's dedicated or locally hosted. After adding Auto-Medic it runs perfectly when locally hosted, but on a dedicated server the game hangs on the load screen after role selection in the lobby.

I'm going to try an un-modded KP Lib to see if I can zero-in on it being either a bad mod interaction or an issue specific to KP Lib on a dedicated server. Beyond that I'm kinda out of my element :)
dmorchard 16 Apr, 2018 @ 7:59am 
...seems to be specific to KP Liberation in a dedicated setting. The same hanging occurs when Auto-Medic is the only mod; it runs fine locally hosted though.
DH  [developer] 16 Apr, 2018 @ 8:32am 
Which version of Liberation are you running by chance?
dmorchard 16 Apr, 2018 @ 9:45am 
v0.963a heavily edited for Chernarus and unedited, unmodded for Malden.
Last edited by dmorchard; 13 May, 2018 @ 7:10am
DH  [developer] 16 Apr, 2018 @ 1:37pm 
Is that KP's version of Liberation?
dmorchard 16 Apr, 2018 @ 3:04pm 
Yes
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