I`ve done some tests with Moeses few days ago. Here are some bugs.
Current public server settings: Player Damage – 3 // the damage a player can take before being killed.
Range: Point blank
Weapon: Zastava M70 AK
A player in BAF apparel can sustain 4-5 shots to the torso. 5-6 shots will kill the player. But if you take 4 shots and then bandage them it will only take 1-2 shots to kill the player.
As for the head it takes 1-2 shots to kill the player.
If you PAK the player, he can again take 5-6 shots to the torso before being killed.
So I assume the received damage stacks, even been bandaged and when threshold is reached the player dies.
Something to think about:
In ACE mod inside
fnc_handleDamage.sqf there is check if the damage is fatal. And inside the
fnc_determineIfFatal.sqf there is a code:
// Check if damage to body part is higher as damage torso
if (_part == 1) exitWith {
_chanceFatal = CHANGE_FATAL_TORSO + ((INCREASE_CHANCE_TORSO * (_damageBodyPart - _thresholdTorso)) * 10);
(_damageBodyPart >= _thresholdTorso && {(_chanceFatal >= random(1))});
};
The main concern is: random(1)
If I understood correctly, the RNG sometimes will screw you over and you will die from 1 shot.P.S.
Weapon: RHSAK-74M
To kill:Torso - 7-8 hits, Head – 2 hits