fleeing: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - "_{10,} " to "")
m (Text replacement - " *\| *([Cc]omments|COMMENTS|Game|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments( \("local" or "global"\))?|Effects|Multiplayer Effects( \("local" or "global"\))?|Multiplayer Exe...)
Line 1: Line 1:
{{Command|Comments=
{{Command


| ofp |Game name=
| ofp


|1.00|Game version=
|1.00


|arg= global |Multiplayer Arguments=
|arg= global


|gr1= Object Manipulation |GROUP1=
|gr1= Object Manipulation


| Checks if a unit is fleeing.
| Checks if a unit is fleeing.
Line 23: Line 23:
* When reaching their flee point/destination, they will change to [[combatMode]] yellow and [[speedMode]] normal.
* 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.
* With [[allowFleeing]] one can make unit's flee earlier (or essentially never flee). Apply it, overrides the courage subskill influence.
|DESCRIPTION=


| [[Boolean]] <nowiki>=</nowiki> '''fleeing''' unitName |SYNTAX=


|p1= unitName: [[Object]] |PARAMETER1=
| [[Boolean]] <nowiki>=</nowiki> '''fleeing''' unitName


| [[Boolean]] - Returns true if a unit is fleeing, false if not. Dead or empty units return false. |RETURNVALUE=
|p1= unitName: [[Object]]
 
| [[Boolean]] - Returns true if a unit is fleeing, false if not. Dead or empty units return false.
   
   
|x1= <pre>? (fleeing _east_unit) : player sideChat "We have won!"</pre> |EXAMPLE1=
|x1= <pre>? (fleeing _east_unit) : player sideChat "We have won!"</pre>


|[[allowFleeing]]|SEEALSO=
|[[allowFleeing]]


}}
}}

Revision as of 00:34, 18 January 2021

Hover & click on the images for description

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

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

Notes

Bottom Section