disableAI: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
m (Removed VBS2 link.) |
||
Line 36: | Line 36: | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| [[enableAI | | [[enableAI]] |= See also | ||
}} | }} |
Revision as of 11:50, 3 October 2011
Description
- Description:
- Disable parts of the AI behaviour to get a better control over the actions of a unit.
Possible values are:
- "TARGET" - stop the unit to watch the assigned target
- "AUTOTARGET" - prevent the unit from assigning a target independently and watching unknown objects
- "MOVE" - disable the AI's movement
- "ANIM" - disable ability of AI to change animation. Available only since Armed Assault.
- "FSM" - disable the execution of AI behavior scripts. Available only since Operation Arrowhead v1.60.
- Groups:
- Uncategorised
Syntax
- Syntax:
- unitName disableAI section
- Parameters:
- unitName: Object - AI unit
- section: String
- Return Value:
- Nothing
Examples
- Example 1:
_soldier1 disableAI "AUTOTARGET"
Additional Information
- See also:
- enableAI
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
- Posted on August 3, 2006 - 14:31
- hardrock
- Notes from before the conversion: The "TARGET" section of the AI is likely different than what you would think. Normally, when an AI group is standing still and sees an enemy, the group will break formation and start moving towards the enemy. If you disable the "TARGET" AI, then the AI units will stay where they are at. Even if you disable the "MOVE" AI, the units will still move out to attack the enemy, unless you disable the "TARGET" AI. Disabling both these AI sections is useful when placing units in defensive positions. This way, you can have them stay behind their cover, and not run out into the open. This command has also a bug: after mission save or load the effect will be no longer active and you must set it again. It's also good way to detect number of saves and loads (loads can be recognized using time command).
- Posted on Feb 7, 2009 - 14:31
- GeneralCarver
- Multiplayer Use as of ArmA v1.14: Contrary to the post above, using this command WILL disable A.I. movement ability if used with the "MOVE" parameter. Works even when the A.I. is grouped with other units. I use this command to set up stationary targets at objectives all the time. Works on a dedicated server.
- Posted on Mar 19, 2010 - 14:39
- TijmenJoppe
- Multiplayer Use for VBS2: The disableAI and enableAI commands need to be executed on the server or client where target unit is local. In other words: executing the command in a script on the server on a unit that is remote to that server (and local to one of the network clients) will have no effect.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Local Effect
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Unit Control
- Scripting Commands ArmA2