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Is downing script still broken/messed up?


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TRG-20 (tracers) vs bearded man in a house (10 meters range)

TRG-20 (tracers) vs CSAT + lvl 1 Armor: 4 shots to the chest, killed. 

TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed
TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed.
TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed.
TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed
TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed.
TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed.

TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed (woke up naked)
TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed
TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed
TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed
TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed

TRG-20 (tracers) vs Naked:  1 shot, downed.
TRG-20 (tracers) vs Naked : 1 shot, downed.
TRG-20 (tracers) vs Naked:  1 shot, downed.

I'm starting to believe there's some substance to what you're saying.
 

Ghouh and Donald like this
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13 minutes ago, Big Fred said:

TRG-20 (tracers) vs bearded man in a house (10 meters range)

TRG-20 (tracers) vs CSAT + lvl 1 Armor: 4 shots to the chest, killed. 

TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed
TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed.
TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed.
TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed
TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed.
TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed.

TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed (woke up naked)
TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed
TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed
TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed
TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed

TRG-20 (tracers) vs Naked:  1 shot, downed.
TRG-20 (tracers) vs Naked : 1 shot, downed.
TRG-20 (tracers) vs Naked:  1 shot, downed.

I'm starting to believe there's some substance to what you're saying.
 

I believe it does this because it downs them once they hit 10 HP or 20 something like that so instead of having you have like 80 or 90.

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1 hour ago, Big Fred said:

TRG-20 (tracers) vs bearded man in a house (10 meters range)

TRG-20 (tracers) vs CSAT + lvl 1 Armor: 4 shots to the chest, killed. 

TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed
TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed.
TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed.
TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed
TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed.
TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed.

TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed (woke up naked)
TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed
TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed
TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed
TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed

TRG-20 (tracers) vs Naked:  1 shot, downed.
TRG-20 (tracers) vs Naked : 1 shot, downed.
TRG-20 (tracers) vs Naked:  1 shot, downed.

I'm starting to believe there's some substance to what you're saying.
 

You did this on asylum?

 

in the past the problem was that the damage was based on the body part it hit. So if your hand got to 10% health(1 shot should do this) your entire self was downed...that’s BS

 

effectively shooting a weak hitbox was more effective than headshots at time

 

basically you’re saying it takes you 4 shots to kill but yet it took 2 shots to down? That’s insane we need to fix this as fighting the APD becomes serious cancer

Edited by kryptonthegamer
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Asylum 1, same time as I posted it.

The kill might be related to server side lag and not to the script itself. Some people was experiencing issues at the time of the kill. 

I mean, I might have to try it with lethals aswell, just to see if there's any difference.

But doing that live on a full server I'll have thirsty cops and BH's tryna blow my house up after I get a 20k bounty, so rather try it on low pop. :D

Edited by Big Fred
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19 minutes ago, danile666 said:

All downing rounds down at 50% hp. That is why it sometimes seems quick. 

This is incorrect. 

The downing script will apply the DOWNED effect when your HP is brought below 5 by a downing round. This is why you can mix and match rounds as long as you deal the final blow with a downing round. 

It’s entirely possible the downing script isn’t working absolutely correctly with server lag, but it shouldn’t be downing in less shots. 

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_hitDam = if (_hitBox == "") then { damage _unit } else { (_unit getHit _hitBox) };
if (getDammage _unit >= 0.95 || (_hitDam + _damage >= 0.95)) then {
	// downed
};

Meaning you also get downed if one of your hitboxes is 5% or lower. Some hitboxes allow for 0% health without actually killing the player. For example legs, arms and hands. The screenshots below are examples of scenarios where a player would have been downed on Asylum but their overall health is actually 41-45%. So in conclusion it's a lot better for cops with low caliber guns to aim at the feet/legs instead of the head/body.
The problem really lies in the OR part of the if-statement. I wonder if removing it completely would result in occasional deaths. Perhaps @Jesse can take a quick peek at some point.

xTz8xs6.png gTXQDBp.png

This would be my suggested fix although untested (I'm also a sqf novice):

_hitDam = damage _unit;
if (getDammage _unit >= 0.95 || (_hitDam + _damage >= 0.95)) then {
	// downed
};

 

Edited by Bikstok
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1 hour ago, Bikstok said:

_hitDam = if (_hitBox == "") then { damage _unit } else { (_unit getHit _hitBox) };
if (getDammage _unit >= 0.95 || (_hitDam + _damage >= 0.95)) then {
	// downed
};

Meaning you also get downed if one of your hitboxes is 5% or lower. Some hitboxes allow for 0% health without actually killing the player. For example legs, arms and hands. The screenshots below are examples of scenarios where a player would have been downed on Asylum but their overall health is actually 41-45%. So in conclusion it's a lot better for cops with low caliber guns to aim at the feet/legs instead of the head/body.
The problem really lies in the OR part of the if-statement. I wonder if removing it completely would result in occasional deaths. Perhaps @Jesse can take a quick peek at some point.

xTz8xs6.png gTXQDBp.png

This would be my suggested fix although untested (I'm also a sqf novice):


_hitDam = damage _unit;
if (getDammage _unit >= 0.95 || (_hitDam + _damage >= 0.95)) then {
	// downed
};

 

I thought you fixed this and it was implemented ages ago?

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  • 2 weeks later...
On 12/28/2018 at 4:01 PM, Bikstok said:

_hitDam = if (_hitBox == "") then { damage _unit } else { (_unit getHit _hitBox) };
if (getDammage _unit >= 0.95 || (_hitDam + _damage >= 0.95)) then {
	// downed
};

Meaning you also get downed if one of your hitboxes is 5% or lower. Some hitboxes allow for 0% health without actually killing the player. For example legs, arms and hands. The screenshots below are examples of scenarios where a player would have been downed on Asylum but their overall health is actually 41-45%. So in conclusion it's a lot better for cops with low caliber guns to aim at the feet/legs instead of the head/body.
The problem really lies in the OR part of the if-statement. I wonder if removing it completely would result in occasional deaths. Perhaps @Jesse can take a quick peek at some point.

xTz8xs6.png gTXQDBp.png

This would be my suggested fix although untested (I'm also a sqf novice):


_hitDam = damage _unit;
if (getDammage _unit >= 0.95 || (_hitDam + _damage >= 0.95)) then {
	// downed
};

 

I'll take a look at testing this in the morning when I get off work.

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