VN_ms_fnc_tracker_receiveNoise
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← back to Functions | Introduced in S.O.G. Prairie Fire v1.00 by Wyqer, veteran29 |
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Description
/* Author: Wyqer, veteran29 Date: 2019-08-10 Description: Handle client generated noise. Parameter(s): _shooter - Unit that made the noise [OBJECT, defaults to objNull] _distance - Hearable noise distance [NUMBER, defaults to 0] Returns: Function reached the end [BOOL] */ params [ ["_shooter", objNull, [objNull]], ["_distance", 100, [0]] ]; private _nearbyUnits = allUnits inAreaArray [getPos _shooter, _distance, _distance]; private _nearbyGroups = _nearbyUnits apply {group _x}; { // we can consider moving AIs on top of heard shot, // would need a exclude for static sentries (eg. on trees) // units _x doMove position _shooter; // we can consider something more complex here, // current tests show that even giving little info about player makes AI a lot more aggresive [_x, [_shooter, 0.01]] remoteExec ["reveal", _x]; } forEach (_nearbyGroups arrayIntersect _nearbyGroups); #ifdef VN_DEBUG systemChat format ["[Tracker] Noise propagated: %1, %2", _shooter, _distance]; #endif true(Placeholder description extracted from the function header by LM_exportFunctionsToWiki.sqf)
Syntax
- Syntax
- [] call vn_ms_fnc_tracker_receiveNoise;
- Return value
- Nothing
Examples
- Example 1
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