-
Notifications
You must be signed in to change notification settings - Fork 737
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Common - Make fnc_isAwake also check isAwake command #10436
base: master
Are you sure you want to change the base?
Conversation
Why do we want this? |
This makes no sense to add: The purpose of |
I found quick testing step:
Because this state should break all the actions which check for
This and Once again: in some previous Arma versions
Do you know what exactly this could really break? |
Imo yes it can, as you are both conscious (and therefore alive). I disagree that the ragdoll state should become part of the definition - we'd need to update the
Since this function is API, it could break a number of unknown things. In practice I doubt it would, I'm just not comfortable adding something that I can't get behind. The old syntax of Imo the better solution is to either add individual checks where it's necessary or to add a |
We only recently changed to the the physx knockdown is a strange state, you really aren't unconscious |
When merged this pull request will:
isAwake command checks if alive unit is ragdolling. This state is like temporary unconscious. I know at least one method to cause it: push unit with moving vehicle quite intensely but don't kill him. The unit stops reacting to control, starts almost unconscious animation and comes round after some seconds.
Since recent Arma changes this state is not considered with
lifeState
command as it was before. So we need additionalisAwake
check.Upd. quick testing step:
player addForce [vectorDir player vectorMultiply 1000, player selectionPosition "SPINE", false];