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If you are standing right next to the target unit (<1m or so) you may be getting caught in the effect radius. The set unconscious script is really simply executed - it's searching for nearest "man" objects to the fired round on hit within 0.5m, so you may be getting caught in that radius. Reducing the nearestObjects distance below 0.5m renders the rounds pretty much ineffective.
I'll have a look at the cam shake again, try and set it to zero, and I'll try to remove the bullet deflection.
If I can figure out a way to detect the unit that is being hit specifically, I'd like to change the function to detect that instead of using nearestObjects, but this is my current workaround to get it functional.
Updated, camShake should be removed. It was leftover code from the base ammo template I used... Let me know how they run now
This is exactly what these rounds do? They knock the AI unconscious for about 10 seconds, and do no hit damage... otherwise check your ACE medical settings for AI