Medical - Disable AI twitching when unconscious (#9708)

Disable AI twitching when unconscious
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johnb432 2024-01-02 22:49:39 +01:00 committed by GitHub
parent b10c68405a
commit 38684890eb
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 11 additions and 13 deletions

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@ -68,8 +68,12 @@ class CfgMovesMaleSdr: CfgMovesBasic {
// fix falling back to unconsciousness animation and disable rotating in that state
class Unconscious: Default {
ConnectTo[] = {};
// Prevents AI from moving torso and head when unconscious
aiming = "aimingNo";
aimingBody = "aimingUpNo";
head = "headNo";
ConnectTo[] = {};
forceAim = 1;
static = 1;
};

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@ -1,4 +1,3 @@
class CfgMovesBasic;
class CfgMovesMaleSdr: CfgMovesBasic {
class States {
@ -10,6 +9,11 @@ class CfgMovesMaleSdr: CfgMovesBasic {
class DeadState;
class UNCON_ANIM(1): DeadState {
// Prevents AI from moving torso and head when unconscious
aiming = "aimingNo";
aimingBody = "aimingUpNo";
head = "headNo";
file = QPATHTO_T(data\ace_unconscious_1.rtm);
};

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@ -50,26 +50,16 @@ if (_active) then {
_unit call EFUNC(common,throwWeapon);
};
};
// Unlock controls for copilot if unit is pilot of aircraft
if (vehicle _unit isKindOf "Air" && {_unit == driver vehicle _unit}) then {
TRACE_1("pilot of air vehicle - unlocking controls",vehicle _unit);
// Do "Unlock controls" user action, co-pilot will then have to do the "Take Controls" actions
_unit action ["UnlockVehicleControl", vehicle _unit];
};
// Disable AI aiming
if (!isPlayer _unit && {_unit checkAIFeature "WEAPONAIM"}) then {
_unit disableAI "WEAPONAIM";
_unit setVariable [QGVAR(reenableWeaponAim), true, true];
};
} else {
// Unit has woken up, no longer need to track this
_unit setVariable [QEGVAR(medical,lastWakeUpCheck), nil];
// Reenable AI aiming
if (_unit getVariable [QGVAR(reenableWeaponAim), false]) then {
_unit enableAI "WEAPONAIM";
};
};
// This event doesn't correspond to unconscious in statemachine