fleeing: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
(formatting)
m (Text replacement - " |game1= ofp |version1= 1.00 |game2= arma1 |version2= 1.00 |game3= arma2 |version3= 1.00 |game4= arma2oa |version4= 1.51 |game5= tkoh |version5= 1.00 |game6= arma3 |version6= 0.50 " to " |game1= ofp |version1= 1.00 |game...)
Line 2: Line 2:


|game1= ofp
|game1= ofp
|version1= 1.00
|version1= 1.00


|game2= arma1
|game2= ofpe
 
|version2= 1.00
|version2= 1.00


|game3= arma2
|game3= arma1
 
|version3= 1.00
|version3= 1.00


|game4= arma2oa
|game4= arma2
 
|version4= 1.00
|version4= 1.51
 
|game5= tkoh


|version5= 1.00
|game5= arma2oa
|version5= 1.50


|game6= arma3
|game6= tkoh
|version6= 1.00


|version6= 0.50
|game7= arma3
|version7= 0.50


|arg= global
|arg= global

Revision as of 22:34, 12 April 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:
fleeing unit
Parameters:
unit: Object
Return Value:
Return value needed

Examples

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

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