disableAI

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Description

Description:
Disables parts of the AI behaviour to get a better control over the actions of a unit. If the unit changes locality, this command might need to be executed again at the new locality to maintain effect.
This command might cause unexpected behaviour when used on a player-controlled unit.
Multiplayer:
The locality of this command is peculiar: the disabling will be stored locally and will apply if the AI is local or becomes local (e.g taking the lead, driving, etc). If the AI changes locality again, that machine's AI setup will prevail.
Groups:
AI Behaviour

Syntax

Syntax:
unit disableAI feature
Parameters:
unit: Object - AI unit
feature: String - possible values are:




Return Value:
Nothing

Examples

Example 1:
Copy
MyUnit disableAI "AUTOTARGET";

Additional Information

See also:
enableAI checkAIFeature enableAIFeature getUnitState disableRemoteSensors vehicleMoveInfo

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
Hardrock - c
Posted on Aug 03, 2006 - 14:31 (UTC)
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 This command has also a bug: after mission save or load the effect will be no longer active and you must set it again.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).
GeneralCarver - c
Posted on Feb 07, 2009 - 14:31 (UTC)
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.
Kenoxite - c
Posted on Sep 19, 2015 - 09:00 (UTC)
Beware that disabling "TARGET" AI to units in the player's group will disable the ability to execute engage orders issued by the player.
James - c
Posted on Sep 26, 2016 - 19:34 (UTC)
Command is buggy in version 1.64.138497 as it disables the ability to drive vehicles for players. Tested with cplayer disableAI "move". Entering a vehicle is possible, but not starting the engine. cplayer enableAI "move" enables the player to drive again. Feedback Tracker ticket: https://feedback.bistudio.com/T120346
zwobot - c
Posted on Jun 05, 2018 - 19:29 (UTC)
In Operation Flashpoint/Cold War Assault, the disabled units are reset after a saveGame is executed or the user manually saves the mission, i. e. the units will behave as if the disableAI command was never applied to them. Also in Operation Flashpoint there is no way to undo this command.
Sa-Matra - c
Posted on Apr 30, 2023 - 10:12 (UTC)
Disabled or enabled AI features have no synchronization over the network what so ever, you have to do everything yourself on each client, including JIP. This also applies to setAutonomous which is pretty much multi-call disableAI command for specific set of features.