/* * Author: Glowbal, KoffeinFlummi * Disables/Enables AI * * Arguments: * 0: Unit * 1: Disable AI * * Return Value: * None * * Example: * [bob, true] call ace_common_fnc_disableAI; * * Public: No */ #include "script_component.hpp" PARAMS_2(_unit,_disable); if ((local _unit) && {!([_unit] call EFUNC(common,isPlayer))}) then { if (_disable) then { _unit disableAI "MOVE"; _unit disableAI "TARGET"; _unit disableAI "AUTOTARGET"; _unit disableAI "FSM"; _unit disableConversation true; } else { //Sanity check to make sure we don't enable unconsious AI if (_unit getVariable ["ace_isunconscious", false] && alive _unit) exitWith {ERROR("Enabling AI for unconsious unit");}; _unit enableAI "MOVE"; _unit enableAI "TARGET"; _unit enableAI "AUTOTARGET"; _unit enableAI "FSM"; _unit disableConversation false; }; };