Mefirst wrote:
I think Alexander (?) has looked deeply into the code of ACE3 medical. Maybe he knows how insta-death actually works.
I haven't made the deep dive since the 3.1.0 update came out so I'm a fair bit out-of-date. Afaik @ace3 doesn't
actually have a "prevent insta-death" setting for the medical system. Instead we're using their "Revive" module (which
does prevent insta-death) together with the medical modules. The result is a weird mix of two slightly different systems that, as lifetap said, is also changing with every version.
If we were to stop using the revive module the 'kill' criteria would be similar to vanilla (take >= 100% damage to any bodypart, or >=80% (iirc) to the head). It's maybe a tiny bit more forgiving because some vanilla damage sources are 'dialled down' a bit (vehicle stuff, fires, etc) but the last time we played with it it was very much a thing were a single PKM round to the head could kill you (which is obviously very realistic. But also somewhat bad for the speed of gameplay xD)
What might be possible is to attach another event-handler to the XEH damage event that @ace3 is using and check if a player already has X wounds. If the number is too high -> KIA him. That way we could make sure that people that get direct-hit by IEDs/Mortars and would require hundreds of bandages are killed, rather than left in a weird technically-alive-but-destined-to-die state.