setCombatMode: Difference between revisions
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* 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. | ||
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* "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. | ||
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* 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. | ||
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Revision as of 20:25, 3 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