FSM Danger Causes – Arma 2

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==DCEnemyDetected (0)==
==DCEnemyDetected (0)==
The first enemy detected. Never generated again while already in Combat behaviour.
The first enemy detected.


==DCFire (1)==
Send to all units in a group which was not aware of any enemies once an enemy is detected.
 
== DCFire (1) ==
A unit firing at another unit was seen.
A unit firing at another unit was seen.


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- when unit is firing several bullets, one event is sent for each bullet
- when unit is firing several bullets, one event is sent for each bullet


==DCHit (2)==
== DCHit (2) ==
A vehicle hit was by a shot.
A vehicle hit was by a shot.


==DCEnemyNear (3)==
== DCEnemyNear (3) ==
Unit knows it was seen ("disclosed") by an enemy (the enemy knows about the unit)
Unit knows it was seen ("disclosed") by an enemy (the enemy knows about the unit)


==DCExplosion (4)==
== DCExplosion (4) ==
Ammo impact (explosion or a bullet hit) detected (seen or heard).
Ammo impact (explosion or a bullet hit) detected (seen or heard).


==DCDeadBodyGroup (5)==
== DCDeadBodyGroup (5) ==
Dead soldier from my group found, or a kill seen of a soldier in my group.
Dead soldier from my group found, or a kill seen of a soldier in my group.


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- when kill is seen, event is sent to each unit seeing the kill
- when kill is seen, event is sent to each unit seeing the kill


==DCDeadBody (6)==
== DCDeadBody (6) ==
Dead soldier not from my group found. It can be triggered either by encountering a dead body, or by seeing a unit being killed.
Dead soldier not from my group found. It can be triggered either by encountering a dead body, or by seeing a unit being killed.


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- when a kill is seen, this event is triggered for each unit seeing the kill
- when a kill is seen, this event is triggered for each unit seeing the kill


==DCScream (7)==
== DCScream (7) ==
Scream heard (a non-head hit produces scream, useful to detect a silenced weapon attacks)
Scream heard (a non-head hit produces scream, useful to detect a silenced weapon attacks)


==DCCanFire (8)==
== DCCanFire (8) ==
A new firing opportunity available. Reported when a unit can fire an enemy for the first time (was not know before, or was hidden behind a cover).
A new firing opportunity available. Reported when a unit can fire an enemy for the first time (was not know before, or was hidden behind a cover).

Latest revision as of 18:33, 31 January 2021

DCEnemyDetected (0)

The first enemy detected.

Send to all units in a group which was not aware of any enemies once an enemy is detected.

DCFire (1)

A unit firing at another unit was seen.

Notes: - one "firing" can be seen by multiple units - when unit is firing several bullets, one event is sent for each bullet

DCHit (2)

A vehicle hit was by a shot.

DCEnemyNear (3)

Unit knows it was seen ("disclosed") by an enemy (the enemy knows about the unit)

DCExplosion (4)

Ammo impact (explosion or a bullet hit) detected (seen or heard).

DCDeadBodyGroup (5)

Dead soldier from my group found, or a kill seen of a soldier in my group.

Notes: - when a dead body is found, triggered by the first unit seeing the body - when kill is seen, event is sent to each unit seeing the kill

DCDeadBody (6)

Dead soldier not from my group found. It can be triggered either by encountering a dead body, or by seeing a unit being killed.

Notes: - when a dead body is found, this event is triggered by a first unit in each group which has seen a body - when a kill is seen, this event is triggered for each unit seeing the kill

DCScream (7)

Scream heard (a non-head hit produces scream, useful to detect a silenced weapon attacks)

DCCanFire (8)

A new firing opportunity available. Reported when a unit can fire an enemy for the first time (was not know before, or was hidden behind a cover).