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WIP: Allows AI to target ACE3 incapacitated enemies in CQB #391
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Potentially a controversial fix, but nonetheless grimly effective. By allowing the AI to find and target ACE3 incapacitated enemies in CQB we FIX an inherent problem with the ACE3 system. Even though the incapacitated unit is rendered invisible, the FSM on an engine level still "knows" there is something there. But because the unit is invisible, it will merely start faffing about. By allowing the AI to simply move there and kill the downed soldier, the problem resolves itself-- and the enemy becomes all the more deadly in CQB. Being incapacitated outside of CQB range is unchanged (and players and AI will still survive)
This should probably be disabled by default, and/or we need to read out ace settings to check if an incapacitated unit can die because else we are back at the point of Mag Dumping into incapacitated players/units that cant die that we had before |
If this gets added, I definitely agree with Joko that this should be disabled by default, I personally feel like AI magdumping unconscious people is very irritating, and deducts from gameplay. If an unconscious player gets magdumped, then any medical gameplay will just go out the window because nobody will bother healing anyone with 30 avulsions in their torso. A3 2.18 will add a new command, ignoreTarget that could be a more elegant solution, perhaps give it a go on the dev branch? |
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// set incapacitated ACE units visible | ||
if (!GVAR(disableIncapacitatedKills)) then { | ||
private _vis = _target getVariable ["ace_common_oldVisibility", 1]; |
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Are you sure _target
is local here? ace_common_oldVisibility
is only available where _target
is local, setUnitTrait
also requires the _target
to be local and will globally propagate the camouflage change.
Potentially a controversial fix, but nonetheless grimly effective.
By allowing the AI to find and target ACE3 incapacitated enemies in CQB we FIX an inherent problem with the ACE3 system.
Even though the incapacitated unit is rendered invisible, the FSM on an engine level still "knows" there is something there. But because the unit is invisible, it will merely start faffing about. By allowing the AI to simply move there and kill the downed soldier, the problem resolves itself-- and the enemy becomes all the more deadly in CQB.
Being incapacitated outside of CQB range is unchanged (and players and AI will still survive).