fleeing: Difference between revisions
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{{Command|Comments= | {{Command|Comments= | ||
| ofp |Game name= | | ofp |Game name= | ||
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|gr1= Object Manipulation |GROUP1= | |gr1= Object Manipulation |GROUP1= | ||
| Checks if a unit is fleeing. | | Checks if a unit is fleeing. | ||
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* With [[allowFleeing]] one can make unit's flee earlier (or essentially never flee). Apply it, overrides the courage subskill influence. | * With [[allowFleeing]] one can make unit's flee earlier (or essentially never flee). Apply it, overrides the courage subskill influence. | ||
|DESCRIPTION= | |DESCRIPTION= | ||
| [[Boolean]] <nowiki>=</nowiki> '''fleeing''' unitName |SYNTAX= | | [[Boolean]] <nowiki>=</nowiki> '''fleeing''' unitName |SYNTAX= | ||
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| [[Boolean]] - Returns true if a unit is fleeing, false if not. Dead or empty units return false. |RETURNVALUE= | | [[Boolean]] - Returns true if a unit is fleeing, false if not. Dead or empty units return false. |RETURNVALUE= | ||
|x1= <pre>? (fleeing _east_unit) : player sideChat "We have won!"</pre> |EXAMPLE1= | |x1= <pre>? (fleeing _east_unit) : player sideChat "We have won!"</pre> |EXAMPLE1= | ||
|[[allowFleeing]]|SEEALSO= | |[[allowFleeing]]|SEEALSO= |
Revision as of 01:12, 17 January 2021
Description
- Description:
- Checks if a unit is fleeing.
Notes:- Fleeing only affects AI led groups.
- Only the group as a whole can flee (or not).
- The courage of the AI group is based on the group's leader courage subskill.
- Each group has a max strength (summed "armor" of all infantry units - plus armor when inside vehicles).
- If the group losses by injury/damage or death/destruction are higher than the max strength, multiplied by leader's courage or allowFleeing level , then the group will start fleeing.
- As result primarily the AI flees to a nearby "supply point" (some friendly units - preferably with medic or engineer, or a vehicle with repair/ammo/fuel cargo). Alternatively it will try to find a safe position within a 600m radius from the initial waypoint (danger, distance, amount of cover positions are taken into account).
- After the fleeing has been finished the group's initial strength is reset.
- Fleeing units in combatMode red, will be set to yellow when fleeing to avoid engaging enemies while doing so.
- While fleeing, the group leader will be set to green, to avoid giving engage or fire orders, unless in combatMode blue already. Also speedMode is set to full.
- When reaching their flee point/destination, they will change to combatMode yellow and speedMode normal.
- With allowFleeing one can make unit's flee earlier (or essentially never flee). Apply it, overrides the courage subskill influence.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- Boolean = fleeing unitName
- Parameters:
- unitName: Object
- Return Value:
- Boolean - Returns true if a unit is fleeing, false if not. Dead or empty units return false.
Examples
- Example 1:
? (fleeing _east_unit) : player sideChat "We have won!"
Additional Information
- See also:
- allowFleeing
Notes
-
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Only post proven facts here! Add Note
Notes
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Object Manipulation
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 3: Scripting Commands
- Take On Helicopters: Scripting Commands