setBehaviour

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Introduced with Operation Flashpoint version 1.00
  Arguments of this scripting command have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network

Click on the images for descriptions

Introduced in

Game:
Operation Flashpoint
Version:
1.00

Description

Description:
Sets group behaviour mode. If a unit is given as argument, behaviour is set for the unit's group. Behaviour is one of:
  • "CARELESS"
  • "SAFE"
  • "AWARE"
  • "COMBAT"
  • "STEALTH".
See this page for details of the effect of this command on AI units. For Arma 3 see Arma_3_AI_Behavior

Syntax

Syntax:
groupName setBehaviour behaviour
Parameters:
groupName: Group - AI group or Object - unit from the AI group
behaviour: String
Return Value:
Nothing

Examples

Example 1:
_group1 setBehaviour "SAFE";

Additional Information

Multiplayer:
-
See also:
behaviour descriptionAIBehaviourbehavioursetWaypointBehaviourcombatModesetCombatModeskillsetSkill arrayCfgAISkill

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

=\SNKMAN/=
Warning! Since ArmA v.1.14 the command setBehaviour "COMBAT" do not work correctly any loger. Units ( Groups ) which are using this behaviour and then get a move order, will not move to the given position.
MadRussian
Although setBehaviour can be called on an individual unit, the entire group will be affected.
MulleDK13
If setting a behaviour on an individual unit is required, it can be achieved by creating a temporary group, use joinSilent to make the individual unit belong to that group, then change his behaviour, use joinSilent into the original group, then delete the temporary group.

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