Added DMS_fnc_TargetsKilledPercent function, to check % of alive bots#81
Added DMS_fnc_TargetsKilledPercent function, to check % of alive bots#81Ravenger2709 wants to merge 15 commits intoDefent:masterfrom
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…if count <= value in DMS_AI_KillPercent - go nect to playerNear condition and finish mission Changed bandit.sqf mission to demonstrate function working. Change DMS_fnc_MissionSuccessState function to work with new condition.
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Fixed, tested with DMS_AI_KillPercent = 50 |
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Using a global variable to record the initial count only works if there is a single mission, or the same number of initial AI for each mission.
I'm not sure there's an easy way to resolve this without modifying the mission itself. I think it would be easiest to have the threshold calculated by the mission, and then pass the threshold as an additional parameter to fn_TargetsKilledPeecent.
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I have an error 19:24:48 Error in expression <pletionArgs]; if (_success && {_absoluteWinCondition}) the> if (!_success && {!_absoluteWinCondition}) th> case "playernear": if (_success && {_absoluteWinCondition}) the> _success; But have no idea how to fix it now. Do u know da way? |
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I found the decision, need more time to test |
…working with more args in killpercent case, now we take initial count of bots on mission then mission start
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Have some issue with Initial unit count and Total living units This result then mission starts. Bots count in mission _AICount = (5 + (round (random 4))); 12:28:56 "DMS DEBUG :: Kill percent value: 50" After killing 3 bots 12:29:56 "DMS DEBUG :: Kill percent value: 50" Now Total living units = Initial unit count Result 12:30:56 "DMS DEBUG :: Kill percent value: 50" Killing one more 12:32:11 "DMS DEBUG :: Kill percent value: 50" It`s work almost fine, but i think that need some fix here If i use _AICount = 5 ; instead _AICount = (5 + (round (random 4))); Total living units > Initial unit count too. What do you think about this? |
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Solved |
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Hey! How are you? |
Added DMS_fnc_TargetsKilledPercent function, to check alive bots and if count >= value in DMS_AI_KillPercent - go nect to playerNear condition and finish mission
Changed bandit.sqf mission to demonstrate function working.
Change DMS_fnc_MissionSuccessState function to work with new condition.