From Savage Game Design Wiki
Revision as of 12:47, 16 September 2019 by vn>Unknown user
Jump to navigation
Jump to search
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
-