ArmA: AI Combat Modes
From Bohemia Interactive Community
Contents |
Engagement rules
Can be assigned in editor for each waypoint, called as command from commanding menu in game or scripted. See setCombatMode for more details.
Depending on Combat mode AI will attack assigned target different way.
- By default AI in combat is set to Fire at will (YELLOW). If AI spots a target and decides it is in effective range, he will open fire.
- In case player orders Hold fire, AI can still defend him self when threatened. Never fire (BLUE) can be set only in editor or by script.
- When Engage at will(RED) is called, AI does not keep formation and each member moves individualy. Disengage will set back to fire at will (YELLOW)
- If comander calls Target (command menu or Space Bar + RMB), it means aim but dont loose formation. If Attack/Engage is called (Space Bar + RMB), it means that soldier can loose formation and find best place for attack alone.
Combat mode / Behavior
AI behavior depends on actual Combat Mode. This can be assigned in game by comanding orders, preset for each waypoint or script. See setBehaviour for more details. Combat modes are hardcoded in engine since original OFP, some of their efects might change but there is no FSM for them in ArmA. In case some FSM would be in conflict with behavior set - setBehavior has the priority.
Safe
It is possible to choose also Careless in mission editor, that expands the behavior for even more free movement (loiter) in range up to 150m.
- will use roads, groups travel in convoy (overrides formation command)
- stance with lowered weapon
- turned out from vehicle
- lie down when scared
- less turning head, less observing surroundings (limited rate of target database)
Aware
Default behavior.
- lie down when scared
- soldiers sometimes move in cover
- vehicles still prefer roads, travel in convoy
Danger (Combat)
- dismiss (loiter movement) canceled
- ignores limited speed setting
- tends to change stance to kneel or prone
- soldiers move in cover
- soldiers disembark from some vehicles, e.g. damaged aircraft
- turns of vehicle lights
Stealth
- dismiss (loiter movement) canceled
- faster target acquisition
- tends to change stance to kneel or prone
- keep themself also out of Unknown targets
- soldiers move in cover, routing near structures
- soldiers disembark from some vehicles, e.g. damaged aircraft
- turns of vehicle lights
- tanks avoid passing trees
AI Skill
It affects a lot ot things, including reaction time and accuracy. Variables controlled by the skill setting can be seen in CfgSkills:
- aimingAccuracy
- aimingShake
- aimingSpeed
- endurance
- spotDistance
- spotTime
- courage
- reloadSpeed
- commanding
- general

