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Reorganize AI unconsciousness
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f28a806938
commit
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@ -54,7 +54,7 @@ class ACE_Settings {
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typeName = "SCALAR";
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typeName = "SCALAR";
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value = 1;
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value = 1;
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};
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};
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class GVAR(enableUnsconsiousnessAI) {
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class GVAR(enableUnconsiousnessAI) {
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value = 1;
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value = 1;
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typeName = "SCALAR";
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typeName = "SCALAR";
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values[] = {"Disabled", "Enabled", "50/50"};
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values[] = {"Disabled", "Enabled", "50/50"};
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@ -87,7 +87,7 @@ class CfgVehicles {
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typeName = "NUMBER";
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typeName = "NUMBER";
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defaultValue = 1;
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defaultValue = 1;
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};
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};
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class enableUnsconsiousnessAI {
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class enableUnconsiousnessAI {
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displayName = "AI Unconsciousness";
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displayName = "AI Unconsciousness";
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description = "Allow AI to go unconscious";
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description = "Allow AI to go unconscious";
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typeName = "NUMBER";
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typeName = "NUMBER";
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@ -97,12 +97,12 @@ class CfgVehicles {
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value = 0;
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value = 0;
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};
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};
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class normal {
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class normal {
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name = "Enabled";
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name = "50/50";
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value = 1;
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value = 1;
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default = 1;
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default = 1;
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};
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};
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class full {
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class full {
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name = "50/50";
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name = "Enabled";
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value = 2;
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value = 2;
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};
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};
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};
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};
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@ -29,7 +29,7 @@ if !(_activated) exitWith {};
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[_logic, QGVAR(enableScreams), "enableScreams"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(enableScreams), "enableScreams"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(playerDamageThreshold), "playerDamageThreshold"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(playerDamageThreshold), "playerDamageThreshold"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(AIDamageThreshold), "AIDamageThreshold"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(AIDamageThreshold), "AIDamageThreshold"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(enableUnsconsiousnessAI), "enableUnsconsiousnessAI"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(enableUnconsiousnessAI), "enableUnconsiousnessAI"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(preventInstaDeath), "preventInstaDeath"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(preventInstaDeath), "preventInstaDeath"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(bleedingCoefficient), "bleedingCoefficient"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(bleedingCoefficient), "bleedingCoefficient"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(painCoefficient), "painCoefficient"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(painCoefficient), "painCoefficient"] call EFUNC(common,readSettingFromModule);
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@ -46,8 +46,11 @@ if (_unit == ACE_player) then {
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};
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};
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// if we have unconsciousness for AI disabled, we will kill the unit instead
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// if we have unconsciousness for AI disabled, we will kill the unit instead
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if (!([_unit] call EFUNC(common,IsPlayer)) && (GVAR(enableUnsconsiousnessAI) == 0 || (GVAR(enableUnsconsiousnessAI) == 2 && random(1) <= 0.5))) exitwith {
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if !([_unit] call EFUNC(common,isPlayer)) then {
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[_unit, true] call FUNC(setDead); // force, to avoid getting into a loop in case revive is enabled.
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_enableUncon = _unit getVariable [QGVAR(enableUnconsciousnessAI), GVAR(enableUnconsciousnessAI)];
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if (_enableUncon == 0 or {_enableUncon == 1 and (random 1) < 0.5}) exitWith {
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[_unit, true] call FUNC(setDead);
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};
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};
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};
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// If a unit has the launcher out, it will sometimes start selecting the primairy weapon while unconscious,
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// If a unit has the launcher out, it will sometimes start selecting the primairy weapon while unconscious,
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