Open michail-nikolaev opened 10 years ago
A really neat idea but it could get problematic to get the ai moving propper Will be looked into
created ticket at XMS2 tracker: http://mantis.unitedtacticalforces.de/view.php?id=90
Starting work on this right now
register function head is ready
/*
* Adds a new Hallucination to the list which will later then get picked and spawned
*
* @Param1 - STRING/CODE - logic that will be called (using SPAWN) for the hallucination
* !MAKE SURE YOU DISABLE ANY DAMAGE COMMING FROM HOSTILE UNITS!
* !YOUR HANDLE NEEDS TO DESTROY ANY UNITS IT SPAWNED BEFORE THE FUNCTION ENDS!
* Params:
* - PlayerUnit:OBJECT
* - CustomArgs:ANY
* @Param2 - ANY - Custom args for your logic
* @Param3 - SCALAR/CODE - Chance this hallucination will be started
* @Param4 - STRING/CODE - Condition that this hallucination needs before it will be fired
* Params:
* - PlayerUnit:OBJECT
* - CustomArgs:ANY
* @Return - NA
*/
in which situations they will appear?
depends 100% on the specific hallucination
the system will allow one hallucination at the time and works using conditions (as you can see in param list)
task just got extremly hard now as there is no stupid createUnitLocal command in ArmA 3 ...
VBS2 has -> https://resources.bisimulations.com/w/index.php?title=createUnitLocal
ArmA3 does not -> https://community.bistudio.com/wiki/createUnitLocal
vehicle != unit
you cant create an AI unit using createVehicle suddenly : /
raised ticket at ArmA 3s tracker http://feedback.arma3.com/view.php?id=21798
as the chances are bad that we get a createUnitLocal command ... a workaround is needed
an example is already provided in the arma 3 feedback tracker:
_unit = createUnit "Soldier";
if(!_isPlayerOnDrugs && !isServer) then
{
hideUnit _unit;
};
Combine with introduce Diazepam
It will cooll to show hallucinations at overdose by preparates or high pain. For example: create locally near the player batterflys, cows, dogs and even enemy soldiers. It will be realistic and totally funny.