Add group settings for Attack, Reinforce and Dynamic Reinforcement#441
Add group settings for Attack, Reinforce and Dynamic Reinforcement#441
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Adds universal group settings for Attack, Flight and Dynamic reinforcement Disabling 'enableattack' on groups has the benefit of giving us more control of group actions (less running away doing random shit). The cost is that the AI will conduct fewer innate flanking attacks.
addons/danger/settings.inc.sqf
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| ] call CBA_fnc_addSetting; | ||
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| addMissionEventHandler ["GroupCreated", { |
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This should probably be in the EventHandlers pbo
addons/danger/settings.inc.sqf
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| if (count (units _this) > 0) then { | ||
| if (GVAR(autoAddDynamicReinforcement)) then {_this setVariable [QGVAR(enableGroupReinforce), true, true];}; |
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i think we maybe should split this up into a more logical system. why should we, for example, wait when all 3 settings are disabled?
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It's a 3-second wait before executing (waitAndExecute) instead of waiting until all 3 are enabled (waitUntilAndExecute), but that's still a good point.
addons/danger/settings.inc.sqf
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| { | ||
| if (count (units _this) > 0) then { | ||
| if (GVAR(autoAddDynamicReinforcement)) then {_this setVariable [QGVAR(enableGroupReinforce), true, true];}; |
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It's a 3-second wait before executing (waitAndExecute) instead of waiting until all 3 are enabled (waitUntilAndExecute), but that's still a good point.
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| // auto disable allowFleeing on groups | ||
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| QGVAR(disableFleeingOverride), |
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This and the next setting need a XEH initPost eventhandler instead. People spawn in units all the time, which will not get caught by this.
Co-authored-by: diwako <diwako@gmail.com>
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
Adds curatorWaypointPlaced eventhandler allowing ZEUS to override currently executing tactics Fixes leftover debug information
Adds universal group settings for Attack, Flight and Dynamic reinforcement
Disabling 'enableAttack' on groups has the benefit of giving us more control of group actions (less running away doing random shit). The cost is that the AI will conduct fewer unit level flanking attacks.