allowFleeing: Difference between revisions

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{{RV|type=command
{{RV|type=command


| ofp
|game1= ofp
|version1= 1.00


|1.00
|game2= ofpe
|version2= 1.00
 
|game3= arma1
|version3= 1.00
 
|game4= arma2
|version4= 1.00
 
|game5= arma2oa
|version5= 1.50
 
|game6= tkoh
|version6= 1.00
 
|game7= arma3
|version7= 0.50


|arg= local
|arg= local
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|gr2= Groups
|gr2= Groups


| Sets the cowardice level (the lack of courage or bravery) of a group or unit.
|descr= Sets the cowardice level (the lack of courage or bravery) of a group or unit.  
<br><br>
<br><br>
Notes:
Notes:
* The more cowardice a [[Group]] or [[Object]] has, the sooner it will start fleeing.
* Fleeing only affects AI led groups.
* 0 means maximum courage, while 1 means always fleeing.
* Only the group as a whole can flee (or not).
* More details in [[fleeing]]
* 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.


| name '''allowFleeing''' cowardice
|s1= unitOrGroup [[allowFleeing]]  cowardice


|p1= name: [[Object]] or [[Group]]
|p1= unitOrGroup: [[Object]] or [[Group]]


|p2= cowardice: [[Number]]
|p2= cowardice: [[Number]] - 1 is maximum cowardice and 0 minimum. A value of 0 will disable fleeing all together


| [[Nothing]]
|r1= [[Nothing]]
 
|x1= <code>_group1 [[allowFleeing]] 0;</code>


| [[fleeing]]
|x1= <sqf>_group1 allowFleeing 0;</sqf>
 
|seealso= [[fleeing]]
}}
}}
[[Category:Scripting Commands OFP 1.99|ALLOWFLEEING]]
[[Category:Scripting Commands OFP 1.96|ALLOWFLEEING]]
[[Category:Scripting Commands OFP 1.46|ALLOWFLEEING]]
{{GameCategory|arma1|Scripting Commands}}
{{GameCategory|arma2|Scripting Commands}}
{{GameCategory|arma3|Scripting Commands}}
{{GameCategory|tkoh|Scripting Commands}}

Latest revision as of 13:25, 5 May 2022

Hover & click on the images for description

Description

Description:
Sets the cowardice level (the lack of courage or bravery) of a group or unit.

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 ManipulationGroups

Syntax

Syntax:
unitOrGroup allowFleeing cowardice
Parameters:
unitOrGroup: Object or Group
cowardice: Number - 1 is maximum cowardice and 0 minimum. A value of 0 will disable fleeing all together
Return Value:
Nothing

Examples

Example 1:
_group1 allowFleeing 0;

Additional Information

See also:
fleeing

Notes

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