setCombatMode: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - "\[\[Category:[ _]?Scripting[ _]Commands[ _]Take[ _]On[ _]Helicopters(\|.*)?\]\]" to "{{GameCategory|tkoh|Scripting Commands}}") |
Lou Montana (talk | contribs) m (Text replacement - "_{10,} " to "") |
||
Line 1: | Line 1: | ||
{{Command|Comments= | {{Command|Comments= | ||
| ofp |Game name= | | ofp |Game name= | ||
Line 8: | Line 7: | ||
|gr1= Groups |GROUP1= | |gr1= Groups |GROUP1= | ||
| Sets AI [[Group | group]] combat mode (engagement rules). Mode may be one of the following: | | Sets AI [[Group | group]] combat mode (engagement rules). Mode may be one of the following: | ||
Line 18: | Line 16: | ||
See [[Combat Modes]] for more information on combat modes. | See [[Combat Modes]] for more information on combat modes. | ||
|DESCRIPTION= | |DESCRIPTION= | ||
| group [[setCombatMode]] mode |SYNTAX= | | group [[setCombatMode]] mode |SYNTAX= | ||
Line 27: | Line 24: | ||
| [[Nothing]] |RETURNVALUE= | | [[Nothing]] |RETURNVALUE= | ||
|x1= <code>_group1 [[setCombatMode]] "BLUE";</code> |EXAMPLE1= | |x1= <code>_group1 [[setCombatMode]] "BLUE";</code> |EXAMPLE1= | ||
| [[Combat Modes]], [[Mission_Editor:_Waypoints#Combat_Mode|Use in Waypoints]], [[combatMode]], [[behaviour]], [[setBehaviour]], [[skill]], [[setSkill]], [[Arma 3 AI Skill]], [[setUnitCombatMode]], [[unitCombatMode]] |SEEALSO= | | [[Combat Modes]], [[Mission_Editor:_Waypoints#Combat_Mode|Use in Waypoints]], [[combatMode]], [[behaviour]], [[setBehaviour]], [[skill]], [[setSkill]], [[Arma 3 AI Skill]], [[setUnitCombatMode]], [[unitCombatMode]] |SEEALSO= |
Revision as of 03:29, 17 January 2021
Description
- Description:
- Sets AI group combat mode (engagement rules). Mode may be one of the following:
- "BLUE" : Never fire, keep formation
- "GREEN" : Hold fire, keep formation
- "WHITE" : Hold fire, engage at will/loose formation
- "YELLOW" : Fire at will, keep formation
- "RED" : Fire at will, engage at will/loose formation
- Groups:
- Groups
Syntax
- Syntax:
- group setCombatMode mode
- Parameters:
- group: Group or Object. If the argument is unit Object, unit's current group is used.
- mode: String - See description
- Return Value:
- Nothing
Examples
- Example 1:
_group1 setCombatMode "BLUE";
Additional Information
- See also:
- Combat ModesUse in WaypointscombatModebehavioursetBehaviourskillsetSkillArma 3 AI SkillsetUnitCombatModeunitCombatMode
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Notes
Bottom Section
- Posted on January 1, 2020 - 07:35 (UTC)
- .kju
-
- Combat mode can only be changed via scripting/waypoints - not by player radio commands for an AI group.
- "Engage at will" means AI can form subgroups and break off to engage known or assigned enemies. These AI will then act largely on their own.
- As player one can use the "engage at will" radio command to achieve the same/similar behavior. However this will not change the unit's combat mode. Yet one can override the "keep/loose formation" status of combat mode with radio commands.
- "Never fire" means AI will actually never fire. Whereas under "Hold fire", AI will shoot back if getting fired upon, hostiles get too close, or they get a target explicitly assigned by the (sub)group leader.
- As player one can override the fire status with radio commands ("Hold fire", "Open fire", "Fire"). However this will not change the unit's combat mode.
- "Never fire"/combat mode blue cannot be overridden by group leader target assignment. One needs to command "Open fire" or switch to a different combat mode (with "Hold fire") to be able to do so.
- Applying combat mode blue, clears the attack target commands from AI subgroups. Might be useful in combination with doFollow/commandFollow. Note: It will not effect assignedTargets.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Groups
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 3: Scripting Commands
- Take On Helicopters: Scripting Commands