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Pak whilst having a splint applied will not totally heal the unit. #6

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tyl3r99 opened this issue May 22, 2018 · 4 comments
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Possible Bug Further information/testing is requested testing Need further testing

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@tyl3r99
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tyl3r99 commented May 22, 2018

For example if you had the leg splinted, and then somebody PAK'ed you and then splint fell off afterwards. You would go back to limping.

I think the PAK should possibly remove the splint for you and heal you 100%

@Pergor Pergor self-assigned this May 22, 2018
@Pergor Pergor added Possible Bug Further information/testing is requested testing Need further testing labels May 22, 2018
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Pergor commented May 22, 2018

I thought I prevented that with this code:

//make sure we exit, if PAK is used:
private _pakHandle = ["ace_treatmentSucceded",{
params ["_caller", "_target", "_selectionName", "_className"];
if (toUpper _className isEqualTo "PERSONALAIDKIT" && local _target) exitWith {
_target setVariable ["adv_aceSplint_reopenUndo",true];
};
}] call CBA_fnc_addEventHandler;
sleep _time;
["ace_treatmentSucceded", _pakHandle] call CBA_fnc_removeEventHandler;
if (_target getVariable "adv_aceSplint_reopenUndo") exitWith {
[_target,"Splint was supposed to fall off, but PAK prevented that."] call adv_aceSplint_fnc_diag;
nil
};

But if it doesn't work I might have to wrap my brain around a different solution...

@tyl3r99
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tyl3r99 commented May 22, 2018 via email

@Pergor
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Pergor commented May 22, 2018

Thus far I have not been able to reproduce this problem, it works perfectly fine on my end (PAK cancels out the possibility of splints fallling off).

Which version of ADV - ACE Splint are you using (best open up the adv_aceSplint.pbo and take a look at the CfgPatches of the config.cpp, there's the version number)?

@tyl3r99
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tyl3r99 commented May 22, 2018 via email

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