disableAI: Difference between revisions
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'''Note:''' All effects of disableAI command are cancelled after mission save or load. | '''Note:''' All effects of disableAI command are cancelled after mission save or load. | ||
'''Note:''' In OFP is no way to | '''Note:''' In OFP is no way to undo this command. |= Description | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
Revision as of 17:01, 28 July 2007
Description
- Description:
- Disable parts of the AI behaviour to get a better control over the actions of a unit.
Possible values are:
- "TARGET" - stop the unit to watch the assigned target
- "AUTOTARGET" - prevent the unit from assigning a target independently and watching unknown objects
- "MOVE" - disable the AI's movement
- "ANIM" - disable ability of AI to change animation. Available only in Armed Assault.
- Groups:
- Uncategorised
Syntax
- Syntax:
- unit disableAI section
- Parameters:
- unit: Object - AI unit
- section: String
- Return Value:
- Nothing
Examples
- Example 1:
soldier1 disableAI "AUTOTARGET"
Additional Information
- See also:
- enableAI
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
Notes
- Posted on August 3, 2006 - 14:31
- hardrock
- 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 This command has also a bug: after mission save or load the effect will be no longer active and you must set it again.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).
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Local Effect
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Unit Control