Feature #8745

wounding system make some IA problems so (option to activate only for players needed)

Added by gonza about 6 years ago. Updated almost 6 years ago.

Status:Closed Start date:02/02/2010
Priority:Normal Due date:
Assignee:Xeno % Done:


Target version:1.0.4
Component: Affected Version:
Close Reason:


there is some problem with wounding system on IA
for example
- if a IA member of group is shot (inconsious) the group will stay with it and will lose aggressivity and efficiency capability
- a lot of bullet are needed to shot IA sometime (all so in the head)

but Wounding system is a really cool stuff for player so is it possible to add possibility to activate it only for players

Associated revisions

Revision 38496e8c
Added by Xeno almost 6 years ago

player only, refs #8745


Updated by Sickboy about 6 years ago

It could be just me, but how about reporting/fixing the actual issues, as opposed to just disabling parts that don't function too well? :)

Updated by gonza about 6 years ago

why wounding system is needed for IA ?

I never revive the IA (anyone do that ?)

really cool for players but for IA ... I thing that it is not needed

Updated by Sickboy about 6 years ago

Why not? If Player can go unconscious, and get back up on his feet, AI should be able to aswell.
It's a whole new dimension though, having to make sure your enemies are dead, or maybe that is just me :D

Updated by gonza about 6 years ago

for me the simple thing was to let missions makers chose if wounding system for IA is needed or not
because it change sinificaly the mission interrest and comportement
it's really strange to do 2 heads shot to kill an enemy and as Game master (in VTS) to see a group break it patrol because one IA is injured

but if you don't want I have no choise ;)

So I will switch on the wounding system in VTS mission
and I will report bugs I will found about it

Updated by Sickboy about 6 years ago

It's fine for me to have an option to enable/disable wounds for AI.
But 2 headshots to kill a soldier, is not good for either AI, or PLAYER. Hence I say; we should fix the bugs.
Not try to workaround them by disabling it for AI, as that is not a solution. You're fine with players needing 2 headshots? Odd balance ;)

Updated by gonza about 6 years ago

ok , ok !

I never fire on players , I only play in coop ;)
so you are right !

I will report

Updated by KingHomer about 6 years ago

  • Status changed from New to Feedback
  • Target version set to 395

Updated by rocko about 6 years ago

  • Assignee set to Xeno
  • Target version changed from 395 to Planned (Needs Contributors)

Updated by rocko almost 6 years ago

  • Category set to Complex

Updated by Xeno almost 6 years ago

  • Status changed from Feedback to Closed

unit setVariable "ace_w_allow_dam" (where the unit is local) to mimic allowDamage.

ace_sys_wounds_noai = true; in init.sqf for example and then there is no ai handling.

Updated by Sickboy almost 6 years ago

  • Target version changed from Planned (Needs Contributors) to 1.0.4
  • % Done changed from 0 to 100

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