allowFleeing
- Local argument
- Global effect
- Arma 3 v0.50
- First in Operation Flashpoint v1.00
Command · also in Groups · Markdown · JSON · original wiki page
Description
Sets the cowardice level (the lack of courage or bravery) of a group or unit.
Notes:
- Fleeing only affects AI led groups.
- Only the group as a whole can flee (or not).
- The courage of the AI group is based on the group's leader courage subskill.
- Each group has a max strength (summed "armor" of all infantry units - plus armor when inside vehicles).
- If the group losses by injury/damage or death/destruction are higher than the max strength, multiplied by leader's courage or allowFleeing level , then the group will start fleeing.
- As result primarily the AI flees to a nearby "supply point" (some friendly units - preferably with medic or engineer, or a vehicle with repair/ammo/fuel cargo). Alternatively it will try to find a safe position within a 600m radius from the initial waypoint (danger, distance, amount of cover positions are taken into account).
- After the fleeing has been finished the group's initial strength is reset.
- Fleeing units in combatMode red, will be set to yellow when fleeing to avoid engaging enemies while doing so.
- While fleeing, the group leader will be set to green, to avoid giving engage or fire orders, unless in combatMode blue already. Also speedMode is set to full.
- When reaching their flee point/destination, they will change to combatMode yellow and speedMode normal.
- With allowFleeing one can make unit's flee earlier (or essentially never flee). Apply it, overrides the courage subskill influence.
Syntax
unitOrGroup allowFleeing cowardice
Parameters:
unitOrGroup: Object or Groupcowardice: Number - 1 is maximum cowardice and 0 minimum. A value of 0 will disable fleeing all together
Returns: Nothing
Examples
Example 1
_group1 allowFleeing 0;