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Explosives - Fix AI always knowing Sapper's location #10350
Explosives - Fix AI always knowing Sapper's location #10350
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See #9190 |
i dunno, for a while people complained about the opposite #2654 |
Ah, didn't notice that. Maybe it could be a (default on?) CBA setting instead? That would make it more noticeable.
Yes, with With |
Something like this maybe? |
There's already a variable, having two setters for this is overkill IMO. If kill stats and vanilla AI aggression (as in, AI being alerted to an explosion) work, then 13dcc9b can be merged IMO |
Yes, but I would argue that the setting is more noticeable, more people are going to look through the settings than the framework documentation when it comes to setting up their server and missions. I'm proposing only the setting, and getting rid of the variable flag. |
This would be an alternative implementation, only the variable, but the new default is |
both seem to work as expected with this pr and defaults |
When merged this pull request will:
At the moment, whenever AI is hit by the effects of a mine (both sensor- and remotely triggered), it immediately knows the exact location of the one who triggered and/or placed that explosive and will turn around to engage. This is especially annoying when conducting ambushes against AFVs.
It turns out that the code causing this is
setShotParents
, more specifically the second argument which defines the "vehicle which shot the projectile".Setting that to
objNull
prevents AI from knowing the killer's exact position, causing it to enter a more realistic search pattern where they progressively turn to scan the terrain.I'm not 100% sure whether unsetting killer will cause other issues. Don't think so though, since
medical_status
appears to have code in place to catch just those.ACE3/addons/medical_status/functions/fnc_handleKilled.sqf
Line 37 in 1efe823