disableAI: Difference between revisions

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This way, you can have them stay behind their cover, and not run out into the open.
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This command has also a bug: after mission save or load the effect will be no longer active and you must set it again.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).

Revision as of 09:56, 21 July 2006


unit disableAI section


Operand types:

unit: Object

section: String

Type of returned value:

Nothing

Description:

Disable parts of AI behaviour to get fine control over unit.

Section is one of:

  • "TARGET" (disable watching assigned target)
  • "AUTOTARGET" (disable independed target assigning and watching unknown targets),
  • "MOVE" (disable movement)


Example:

soldierOne disableAI "Move"


Comments:

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This command has also a bug: after mission save or load the effect will be no longer active and you must set it again.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).