fleeing: Difference between revisions
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| Checks if a unit is fleeing. |DESCRIPTION= | | Checks if a unit is fleeing. | ||
<br><br> | |||
Notes: | |||
* Fleeing only affects AI lead groups. | |||
* The courage of the AI group is based on the group's leader courage [[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. | |||
|DESCRIPTION= | |||
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|p1= unitName: [[Object]] |PARAMETER1= | |p1= unitName: [[Object]] |PARAMETER1= | ||
| [[Boolean]] - | | [[Boolean]] - Returns true if a unit is fleeing, false if not. Dead or empty units return false. |RETURNVALUE= | ||
Returns true if a unit is fleeing, false if not. Dead or empty units return false. |RETURNVALUE= | |||
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<dl class="command_description"> | <dl class="command_description"> | ||
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Revision as of 12:29, 13 August 2020
Description
- Description:
- Checks if a unit is fleeing.
Notes:- Fleeing only affects AI lead groups.
- The courage of the AI group is based on the group's leader courage 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:
- Uncategorised
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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Notes
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands Armed Assault
- Command Group: Object Information
- Scripting Commands Arma 2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters