setBehaviour
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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 AI Behaviour for details of the effect of this command on AI units.
Syntax
- Syntax:
- groupName setBehaviour behaviour
- Parameters:
- groupName: Group or Object - unit from the group
- behaviour: String
- Return Value:
- Nothing
Examples
- Example 1:
_group1 setBehaviour "SAFE";
Additional Information
- Multiplayer:
- -
- See also:
- behaviour descriptionAIBehaviourbehavioursetBehaviourStrong setWaypointBehaviourcombatModesetCombatModeskillsetSkillArma 3 AI Skill
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
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.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Commands utilizing local arguments
- Commands with global effects
- Scripting Commands OFP 1.46
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.99
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters