allowFleeing: Difference between revisions
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Notes: | Notes: | ||
* The | * 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= unitOrGroup '''allowFleeing''' cowardice | |s1= unitOrGroup '''allowFleeing''' cowardice |
Revision as of 13:20, 19 March 2021
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
- Return Value:
- Nothing
Examples
- Example 1:
_group1 allowFleeing 0;
Additional Information
- See also:
- fleeing
Notes
-
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Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Object Manipulation
- Command Group: Groups
- Scripting Commands: Global Effect