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Fire mode resets after medical interaction #1866

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Cyruz143 opened this issue Jul 17, 2015 · 1 comment
Closed

Fire mode resets after medical interaction #1866

Cyruz143 opened this issue Jul 17, 2015 · 1 comment
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@Cyruz143
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ACE3 Version: 3.1.1

Mods:

Placed ACE3 Modules:

class ace_common_forceAllSettings {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_common_checkPBOsAction {
value = 1;
typeName = "SCALAR";
force = 1;
};
class ace_common_checkPBOsCheckAll {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_common_checkPBOsWhitelist {
value = "[]";
typeName = "STRING";
force = 1;
};
class ace_frag_Enabled {
value = 1;
typeName = "BOOL";
force = 1;
};
class ace_frag_SpallEnabled {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_frag_maxTrack {
value = 500;
typeName = "SCALAR";
force = 1;
};
class ace_frag_MaxTrackPerFrame {
value = 50;
typeName = "SCALAR";
force = 1;
};
class ace_frag_EnableDebugTrace {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_hitreactions_minDamageToTrigger {
value = 0.1;
typeName = "SCALAR";
force = 1;
};
class ace_interaction_EnableTeamManagement {
value = 1;
typeName = "BOOL";
force = 1;
};
class ace_laserpointer_enabled {
value = 1;
typeName = "BOOL";
force = 1;
};
class ace_magazinerepack_TimePerAmmo {
value = 1.5;
typeName = "SCALAR";
force = 1;
};
class ace_magazinerepack_TimePerMagazine {
value = 2;
typeName = "SCALAR";
force = 1;
};
class ace_magazinerepack_TimePerBeltLink {
value = 8;
typeName = "SCALAR";
force = 1;
};
class ace_map_BFT_Interval {
value = 1;
typeName = "SCALAR";
force = 1;
};
class ace_map_BFT_Enabled {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_map_BFT_HideAiGroups {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_map_mapIllumination {
value = 1;
typeName = "BOOL";
force = 1;
};
class ace_map_mapShake {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_map_mapLimitZoom {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_map_mapShowCursorCoordinates {
value = 1;
typeName = "BOOL";
force = 1;
};
class ace_maptools_EveryoneCanDrawOnBriefing {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_medical_level {
value = 1;
typeName = "SCALAR";
force = 1;
};
class ace_medical_medicSetting {
value = 1;
typeName = "SCALAR";
force = 1;
};
class ace_medical_enableFor {
value = 0;
typeName = "SCALAR";
force = 1;
};
class ace_medical_enableOverdosing {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_medical_bleedingCoefficient {
value = 1;
typeName = "SCALAR";
force = 1;
};
class ace_medical_painCoefficient {
value = 1;
typeName = "SCALAR";
force = 1;
};
class ace_medical_enableAirway {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_medical_enableFractures {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_medical_enableAdvancedWounds {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_medical_enableVehicleCrashes {
value = 1;
typeName = "BOOL";
force = 1;
};
class ace_medical_enableScreams {
value = 1;
typeName = "BOOL";
force = 1;
};
class ace_medical_playerDamageThreshold {
value = 1.2;
typeName = "SCALAR";
force = 1;
};
class ace_medical_AIDamageThreshold {
value = 1;
typeName = "SCALAR";
force = 1;
};
class ace_medical_enableUnconsciousnessAI {
value = 0;
typeName = "SCALAR";
force = 1;
};
class ace_medical_remoteControlledAI {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_medical_preventInstaDeath {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_medical_enableRevive {
value = 0;
typeName = "SCALAR";
force = 1;
};
class ace_medical_maxReviveTime {
value = 120;
typeName = "SCALAR";
force = 1;
};
class ace_medical_amountOfReviveLives {
value = -1;
typeName = "SCALAR";
force = 1;
};
class ace_medical_allowDeadBodyMovement {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_medical_allowLitterCreation {
value = 1;
typeName = "BOOL";
force = 1;
};
class ace_medical_litterCleanUpDelay {
value = 300;
typeName = "SCALAR";
force = 1;
};
class ace_medical_medicSetting_PAK {
value = 1;
typeName = "SCALAR";
force = 1;
};
class ace_medical_medicSetting_SurgicalKit {
value = 1;
typeName = "SCALAR";
force = 1;
};
class ace_medical_consumeItem_PAK {
value = 0;
typeName = "SCALAR";
force = 1;
};
class ace_medical_consumeItem_SurgicalKit {
value = 0;
typeName = "SCALAR";
force = 1;
};
class ace_medical_useLocation_PAK {
value = 3;
typeName = "SCALAR";
force = 1;
};
class ace_medical_useLocation_SurgicalKit {
value = 2;
typeName = "SCALAR";
force = 1;
};
class ace_medical_keepLocalSettingsSynced {
value = 1;
typeName = "BOOL";
force = 1;
};
class ace_medical_healHitPointAfterAdvBandage {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_medical_painIsOnlySuppressed {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_medical_allowUnconsciousAnimationOnTreatment {
value = 1;
typeName = "BOOL";
force = 1;
};
class ace_medical_moveUnitsFromGroupOnUnconscious {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_medical_menuTypeStyle {
value = 0;
typeName = "SCALAR";
force = 1;
};
class ace_vehiclelock_DefaultLockpickStrength {
value = 10;
typeName = "SCALAR";
force = 1;
};
class ace_vehiclelock_LockVehicleInventory {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_vehiclelock_VehicleStartingLockState {
value = -1;
typeName = "SCALAR";
force = 1;
};
class ace_viewdistance_enabled {
value = 1;
typeName = "BOOL";
force = 1;
};
class ace_viewdistance_limitViewDistance {
value = 10000;
typeName = "SCALAR";
force = 1;
};
class ace_weather_enableServerController {
value = 1;
typeName = "BOOL";
force = 1;
};
class ace_weather_useACEWeather {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_weather_syncRain {
value = 1;
typeName = "BOOL";
force = 1;
};
class ace_weather_syncWind {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_weather_syncMisc {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_weather_serverUpdateInterval {
value = 60;
typeName = "SCALAR";
force = 1;
};
class ace_winddeflection_enabled {
value = 1;
typeName = "BOOL";
force = 1;
};
class ace_winddeflection_vehicleEnabled {
value = 1;
typeName = "BOOL";
force = 1;
};
class ace_winddeflection_simulationInterval {
value = 0.1;
typeName = "SCALAR";
force = 1;
};
class ace_winddeflection_simulationRadius {
value = 1500;
typeName = "SCALAR";
force = 1;
};
class ace_zeus_zeusAscension {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_zeus_zeusBird {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_zeus_remoteWind {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_zeus_radioOrdnance {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_zeus_revealMines {
value = 0;
typeName = "SCALAR";
force = 1;
};
class ace_captives_allowHandcuffOwnSide {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_captives_allowSurrender {
value = 1;
typeName = "BOOL";
force = 1;
};
class ace_explosives_RequireSpecialist {
value = 0;
typeName = "BOOL";
force = 1;
};
class ace_explosives_PunishNonSpecialists {
value = 1;
typeName = "BOOL";
force = 1;
};

Description:
Interacting with self or other object resets weapon fire mode. This is only seems to be when using medical actions.

Steps to reproduce:
Spawn any weapon with multiple fire modes, change off the default fire mode, medical interact with player/self and notice fire mode has revert to the default setting.

Where did the issue occur?
Multiplayer

RPT log file:
Nothing in client/server regarding this, omitted.

@kymckay kymckay added this to the 3.2.0 milestone Jul 19, 2015
@thojkooi thojkooi modified the milestones: 3.3.0, 3.2.0 Jul 25, 2015
@Cyruz143
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Cyruz143 commented Aug 8, 2015

👍 Thanks guys.

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