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An option to extend unconsciousness to AI beyond the player group would create more flexibility and potentially support more varied scenario types.
Solution you'd like:
A checkbox or dropdown for AI unconsciousness that offers:
None
Player Group
All
A separate set of bleedout settings for AI or non-player group AI. I.e. players may have 180 seconds and not take damage while down, AI has 60 seconds and can be shot while down.
Additional context:
I've been writing an extender for Antistasi to be compatible with Armor Plates System, to enable more arcade gameplay. One of the features of how the mode works in general is extended firefights brought on by the presence of medics on both sides, and with only the player group having unconsciousness that element is missing. Antistasi has its own unconsciousness system, that could be leveraged instead with a mod check and some code for compatibility, but as unconsciousness is closely tied to how damage is handled, maintaining that compatibility through changes to both mods over time might be problematic.
The text was updated successfully, but these errors were encountered:
An option to extend unconsciousness to AI beyond the player group would create more flexibility and potentially support more varied scenario types.
Solution you'd like:
A checkbox or dropdown for AI unconsciousness that offers:
None
Player Group
All
A separate set of bleedout settings for AI or non-player group AI. I.e. players may have 180 seconds and not take damage while down, AI has 60 seconds and can be shot while down.
Additional context:
I've been writing an extender for Antistasi to be compatible with Armor Plates System, to enable more arcade gameplay. One of the features of how the mode works in general is extended firefights brought on by the presence of medics on both sides, and with only the player group having unconsciousness that element is missing. Antistasi has its own unconsciousness system, that could be leveraged instead with a mod check and some code for compatibility, but as unconsciousness is closely tied to how damage is handled, maintaining that compatibility through changes to both mods over time might be problematic.
The text was updated successfully, but these errors were encountered: