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fixes #599
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@ -21,10 +21,10 @@ if ((vehicle _unit != _unit) && {!alive (vehicle _unit)}) exitwith { true };
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// Find the correct Damage threshold for unit.
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_damageThreshold = [1,1,1];
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if (isPlayer _unit) then {
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//_damageThreshold =_unit getvariable[QGVAR(unitDamageThreshold), [GVAR(damageThreshold_Players), GVAR(damageThreshold_Players), GVAR(damageThreshold_Players) * 1.7]];
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if ([_unit] call EFUNC(common,IsPlayer)) then {
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_damageThreshold =_unit getvariable[QGVAR(unitDamageThreshold), [GVAR(playerDamageThreshold), GVAR(playerDamageThreshold), GVAR(playerDamageThreshold) * 1.7]];
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} else {
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//_damageThreshold =_unit getvariable[QGVAR(unitDamageThreshold), [GVAR(damageThreshold_AI), GVAR(damageThreshold_AI), GVAR(damageThreshold_AI) * 1.7]];
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_damageThreshold =_unit getvariable[QGVAR(unitDamageThreshold), [GVAR(AIDamageThreshold), GVAR(AIDamageThreshold), GVAR(AIDamageThreshold) * 1.7]];
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};
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_damageBodyPart = ((_unit getvariable [QGVAR(bodyPartStatus),[0, 0, 0, 0, 0, 0]]) select _part) + _withDamage;
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@ -36,6 +36,12 @@ if !(_selection in (GVAR(SELECTIONS) + [""])) exitWith {0};
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_damageReturn = _damage;
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if (GVAR(level) < 2) then {
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if ([_unit] call EFUNC(isPlayer)) then {
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_this set [2, _damage / (GVAR(playerDamageThreshold) max 0.01)];
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} else {
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_this set [2, _damage / (GVAR(AIDamageThreshold) max 0.01)];
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};
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_damageReturn = _this call FUNC(handleDamage_basic);
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};
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@ -23,7 +23,7 @@ _set = if (count _this > 1) then {_this select 1} else {true};
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_minWaitingTime = if (count _this > 2) then {_this select 2} else {DEFAULT_DELAY};
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if !(_set) exitwith {
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_unit setvariable ["ACE_isUnconscious", false,true];
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_unit setvariable ["ACE_isUnconscious", false, true];
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};
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if !(!(isNull _unit) && {(_unit isKindOf "CaManBase") && ([_unit] call EFUNC(common,isAwake))}) exitwith{};
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@ -40,6 +40,11 @@ if (_unit == ACE_player) then {
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closeDialog 0;
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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 (!([_unit] call EFUNC(common,IsPlayer)) && (GVAR(enableUnsconsiousnessAI) == 0 || (GVAR(enableUnsconsiousnessAI) == 2 && random(1) <= 0.5))) exitwith {
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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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};
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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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// therefor we force it to select the primairy weapon before going unconscious
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if ((vehicle _unit) isKindOf "StaticWeapon") then {
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