fleeing: Difference between revisions

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{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| ofp |= Game name
|game1= ofp
|version1= 1.00


|1.00|= Game version
|game2= ofpe
|version2= 1.00


|arg= global |= Arguments in MP
|game3= arma1
____________________________________________________________________________________________
|version3= 1.00


| Checks if a unit is fleeing. |= Description
|game4= arma2
____________________________________________________________________________________________
|version4= 1.00


| [[Boolean]] <nowiki>=</nowiki> '''fleeing''' unitName |= Syntax
|game5= arma2oa
|version5= 1.50


|p1= unitName: [[Object]] |= Parameter 1
|game6= tkoh
|version6= 1.00


| [[Boolean]] - 
|game7= arma3
Returns true if a unit is fleeing, false if not. Dead or empty units return false. |= Return value
|version7= 0.50
____________________________________________________________________________________________
 
|x1= <pre>? (fleeing _east_unit) : player sideChat "We have won!"</pre> |= Example 1
____________________________________________________________________________________________


|[[allowFleeing]]|= See also
|arg= global


}}
|gr1= Object Manipulation
 
|descr= Checks if a unit is fleeing.
<br><br>
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 [[Arma_3_AI_Skill#Sub-Skills|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.
 
|s1= [[fleeing]]  unit
 
|p1= unit: [[Object]]
 
|r1= [[Boolean]] - returns [[true]] if a unit is fleeing, [[false]] if not. '''Dead''' or '''empty''' units return [[false]].


<h3 style="display:none">Notes</h3>
|x1= <sqf>if (fleeing soldier_1) then {player sideChat "We have won!"} else {player sideChat "Keep fighting!"};</sqf>
<dl class="command_description">
<!-- Note Section BEGIN -->
<!-- Note Section END -->
</dl>


<h3 style="display:none">Bottom Section</h3>
|seealso= [[allowFleeing]]
[[Category:Scripting Commands|FLEEING]]
}}
[[Category:Scripting Commands OFP 1.96|FLEEING]]
[[Category:Scripting Commands OFP 1.46|FLEEING]]
[[Category:Scripting Commands ArmA|FLEEING]]
[[Category:Command_Group:_Object_Information|{{uc:{{PAGENAME}}}}]]

Latest revision as of 15:47, 8 November 2023

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:
fleeing unit
Parameters:
unit: Object
Return Value:
Boolean - returns true if a unit is fleeing, false if not. Dead or empty units return false.

Examples

Example 1:
if (fleeing soldier_1) then {player sideChat "We have won!"} else {player sideChat "Keep fighting!"};

Additional Information

See also:
allowFleeing

Notes

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Only post proven facts here! Add Note