ACE3/addons/common/functions/fnc_disableAI.sqf
Glowbal 31bc09a9a3 fixed AI standing up before being killed
Doesn't matter if we enable AI again on dead units
2015-04-17 21:06:30 +02:00

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/*
* Author: Glowbal, KoffeinFlummi
* Disables/Enables AI
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Disable AI <BOOL>
*
* 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;
};
};