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We have been having rare but serious issues with units not waking up from unconscious
And when they do wakeup, they are sometimes bugged and cannot move.
Here is a recent example:
19:26:14 (miscMedical) INFO: SLOG - uncon event: X [Unit:UNIT_BLU_TH2_P] [Active:true]
19:27:23 4x: [ACRE] (sys_server) WARNING: Desync - Garbage collection prevented for radio 'acre_prc148_id_3' from player 'X' as it still exists for them locally! idi\acre\addons\sys_server\fnc_stopRadioGarbageCollect.sqf:27
19:35:38 (miscMedical) INFO: SLOG - _checkUnconc: X [VitalsStableExamine: Stable: Should eventually wakeup] [Checker: Z] // external unit checks "hasStableVitals"
// I finaly notice him down from spectator and manually global exec
// `if (profileName == "X") then { [player] call ace_medical_statemachine_fnc_handleStateUnconscious };`
19:43:48 (miscMedical) INFO: SLOG - wakeUp event: X [Unit:UNIT_BLU_TH2_P] [Stable: true]
19:43:53 (miscMedical) INFO: SLOG - wakeUp check: X [State:Injured] [isUncon:true] [Anim:unconscious] [Weap: rhs_weap_m3a1] [InputD: 105]
Even though he is unconscious and hasStableVitals there is no wakeUp event
I manually call handleStateUnconscious and immedietly get a wakeUp event
5 seconds later it checks and anim is broken and input blocker is still running
We got a uncon-true event, but never a uncon-false, yet is in state=Injured at the end
What could cause this? It seems like handleStateUnconscious was never called
(probability of waking up is guaranteed with 10min waiting @ 0.5 chance)
Statemachine - statemachine not running for unit, or somehow not in correct state
LocalUnits - player somehow not in localUnits array
Possibly related to desync (acre warning)?
// Guy goes through normal knockout and wakeup
19:18:04 LOG: A [Default][stable true][isUncon false][anim amovpercmrunsraswrfldr][input -1][WakUpC -1][TimeU 0.797974]
19:18:44 uncon event: A [Unit:UNIT_BLU_A2_AAR] [Active:true]
19:19:14 uncon event: A [Unit:UNIT_BLU_A2_AAR] [Active:false]
19:19:14 wakeUp event: A [Unit:UNIT_BLU_A2_AAR] [Stable: true]
19:21:04 LOG: A [Injured][stable true][isUncon false][anim amovpknlmstpsoptwbindnon][input -1][WakUpC -1][TimeU 0.637939]
// Goes uncon again but transitions from Unconscious->Injured without a wakeUp event and leaves him with bugged anim/input bloker
19:24:17 uncon event: A [Unit:UNIT_BLU_A2_AAR] [Active:true]
19:25:04 LOG: A [Unconscious][stable false][isUncon true][anim unconscious][input 45][WakUpC 0.0119629][TimeU 0.890015]
19:27:44 LOG: A [Injured][stable false][isUncon true][anim unconscious][input 45][WakUpC 68.026][TimeU 0.842041]
Somehow it's going Unconscious->Injured without getting a wakeUp event (or the event is lost??)
We have been having rare but serious issues with units not waking up from unconscious
And when they do wakeup, they are sometimes bugged and cannot move.
Here is a recent example:
Even though he is unconscious and hasStableVitals there is no wakeUp event
I manually call handleStateUnconscious and immedietly get a wakeUp event
5 seconds later it checks and anim is broken and input blocker is still running
We got a
uncon-true
event, but never auncon-false
, yet is in state=Injured at the endWhat could cause this? It seems like handleStateUnconscious was never called
(probability of waking up is guaranteed with 10min waiting @ 0.5 chance)
Statemachine - statemachine not running for unit, or somehow not in correct state
LocalUnits - player somehow not in localUnits array
Possibly related to desync (acre warning)?
Medical Settings:
Debugging code:
I have tried but cannot reproduce this in small scale tests.
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