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listen for hit event in addition to kill event to check HP for soft kills #3313
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Hopefully there's other options, but the two possible options I could suggest to simulate a soft kill is to force ROE green, or set the unit as static / unmanned. |
DCS AI won't know that those targets don't need to be dealt with again. Better to just kill them. |
Yeah. Would be very nice if parked aircraft would blow up after getting strafed, instead of just smoking till they despawn. Would mean no longer having to use 2000lb bombs on a plane to ensure a kill. 20 mike mike, rockets, etc would become useful. |
This PR partially addresses #3313 by: - Tracking DCS hit events and storing the unit hit point updates in state.json - Adding logic to kill aircraft when the hit points is reduced to 1, as opposed to the DCS logic of hit points to 0. This behavior allows Liberation to track deaths to parked aircraft, which are uncontrolled and seem to have different damage logic in DCS. - Tracking damage to TheaterGroundObjects across turns and killing the unit when the unit's hitpoints reduces to 1 or lower. Intention is to build on this PR by also tracking front line objects and statics (buildings). However, larger refactoring is required and so splitting those into a separate PR.
https://wiki.hoggitworld.com/view/DCS_func_getLife and https://wiki.hoggitworld.com/view/DCS_func_getLife0 can be used to determine how damaged a unit is. We could listen for https://wiki.hoggitworld.com/view/DCS_event_kill and check the health, and register the kill after some predefined amount (settings controllable, probably) rather than requiring a total kill. It'd make rockets and most CBUs less useless.
Within a single mission a soft kill is often enough to render the unit inoperable anyway, there's just no way for us to carry the damage over between turns. This would sort of approximate that.
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