setCombatMode: Difference between revisions
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| {{ | {{RV|type=command | ||
| | ofp | | |game1= ofp | ||
| |version1= 1.00 | |||
| | | |game2= ofpe | ||
| |version2= 1.00 | |||
| | Sets AI [[Group | group]] combat mode (engagement rules). Mode may be one of the following:   | |game3= arma1 | ||
| *  | |version3= 1.00 | ||
| *  | |||
| *  | |game4= arma2 | ||
| *  | |version4= 1.00 | ||
| *  | |||
| |game5= arma2oa | |||
| |version5= 1.50 | |||
| |game6= tkoh | |||
| |version6= 1.00 | |||
| |game7= arma3 | |||
| |version7= 0.50 | |||
| |arg= local | |||
| |eff= global | |||
| |gr1= Groups | |||
| |gr2= AI Behaviour | |||
| |descr= Sets AI [[Group | group]] combat mode (engagement rules). For individual unit's combat mode see [[setUnitCombatMode]]. Mode may be one of the following:   | |||
| * {{hl|"BLUE"}} : Never fire, keep formation | |||
| * {{hl|"GREEN"}} : Hold fire, keep formation | |||
| * {{hl|"WHITE"}} : Hold fire, engage at will/loose formation | |||
| * {{hl|"YELLOW"}} : Fire at will, keep formation | |||
| * {{hl|"RED"}} : Fire at will, engage at will/loose formation | |||
| See [[Combat Modes]] for more information on combat modes. | See [[Combat Modes]] for more information on combat modes. | ||
| | group [[setCombatMode]] mode  | |s1= group [[setCombatMode]] mode | ||
| |p1= group: [[Group]] or [[Object]] | |p1= group: [[Group]] or [[Object]] - if the argument is unit [[Object]], unit's current group is used. | ||
| |p2= mode: [[String]] -  | |p2= mode: [[String]] - see description | ||
| | [[Nothing]]  | |r1= [[Nothing]] | ||
| |  | |x1= <sqf>_group1 setCombatMode "BLUE";</sqf> | ||
| |seealso= [[Combat Modes]] [[Mission_Editor:_Waypoints#Combat_Mode|Use in Waypoints]] [[combatMode]] [[behaviour]] [[setBehaviour]] [[skill]] [[setSkill]] [[Arma 3: AI Skill]] [[setUnitCombatMode]] [[unitCombatMode]] [[setCombatBehaviour]] [[combatBehaviour]] | |||
| }} | }} | ||
| {{Note | |||
| |user= .kju | |||
| |timestamp= 20200101073500 | |||
| |text= | |||
| * Combat mode can only be changed via scripting/waypoints - not by player radio commands for an AI group. | * Combat mode can only be changed via scripting/waypoints - not by player radio commands for an AI group. | ||
| <br> | <br> | ||
| Line 63: | Line 60: | ||
| <br> | <br> | ||
| * "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. | * "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.   | * 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. | * "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. | ||
| <br> | <br> | ||
| * Applying combat mode blue, clears the attack target commands from AI subgroups. Might be useful in combination with [[doFollow]]/[[commandFollow]]. Note: It will not  | * Applying combat mode blue, clears the attack target commands from AI subgroups. Might be useful in combination with [[doFollow]]/[[commandFollow]]. Note: It will not affect [[assignedTarget]]s. | ||
| }} | |||
Latest revision as of 10:38, 6 May 2024
Description
- Description:
- Sets AI  group combat mode (engagement rules). For individual unit's combat mode see setUnitCombatMode. 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:
- GroupsAI Behaviour
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 Modes Use in Waypoints combatMode behaviour setBehaviour skill setSkill Arma 3: AI Skill setUnitCombatMode unitCombatMode setCombatBehaviour combatBehaviour
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
- Posted on Jan 01, 2020 - 07:35 (UTC)
- 
- 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 affect assignedTargets.
 
Categories: 
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Groups
- Command Group: AI Behaviour
- Scripting Commands: Global Effect
 
	





