setCombatMode: Difference between revisions

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|s1= group [[setCombatMode]] mode
|s1= group [[setCombatMode]] mode


|p1= group: [[Group]] or [[Object]] - If the argument is unit [[Object]], unit's current group is used.
|p1= group: [[Group]] or [[Object]] - if the argument is unit [[Object]], unit's current group is used.


|p2= mode: [[String]] - See description
|p2= mode: [[String]] - see description


|r1= [[Nothing]]
|r1= [[Nothing]]
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|x1= <sqf>_group1 setCombatMode "BLUE";</sqf>
|x1= <sqf>_group1 setCombatMode "BLUE";</sqf>


|seealso= [[Combat Modes]] [[Mission_Editor:_Waypoints#Combat_Mode|Use in Waypoints]] [[combatMode]] [[behaviour]] [[setBehaviour]], [[skill]], [[setSkill]], [[Arma 3 AI Skill]], [[setUnitCombatMode]], [[unitCombatMode]],[[setCombatBehaviour]], [[combatBehaviour]]
|seealso= [[Combat Modes]] [[Mission_Editor:_Waypoints#Combat_Mode|Use in Waypoints]] [[combatMode]] [[behaviour]] [[setBehaviour]] [[skill]] [[setSkill]] [[Arma 3: AI Skill]] [[setUnitCombatMode]] [[unitCombatMode]] [[setCombatBehaviour]] [[combatBehaviour]]
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}}


 
{{Note
<dl class="command_description">
|user= .kju
 
|timestamp= 20200101073500
<dt></dt>
|text=
<dd class="notedate">Posted on January 1, 2020 - 07:35 (UTC)</dd>
<dt class="note">[[User:.kju|.kju]]</dt>
<dd class="note">
* Combat mode can only be changed via scripting/waypoints - not by player radio commands for an AI group.
* Combat mode can only be changed via scripting/waypoints - not by player radio commands for an AI group.
<br>
<br>
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<br>
<br>
* "Never fire" means AI will actually never fire. Whereas under "Hold fire", AI will shoot back if getting fired upon, hostiles get too close, or they get a target explicitly assigned by the (sub)group leader.
* "Never fire" means AI will actually never fire. Whereas under "Hold fire", AI will shoot back if getting fired upon, hostiles get too close, or they get a target explicitly assigned by the (sub)group leader.
* As player one can override the fire status with radio commands ("Hold fire", "Open fire", "Fire"). However this will not change the unit's combat mode.  
* As player, one can override the fire status with radio commands ("Hold fire", "Open fire", "Fire"). However this will not change the unit's combat mode.  
* "Never fire"/combat mode blue cannot be overridden by group leader target assignment. One needs to command "Open fire" or switch to a different combat mode (with "Hold fire") to be able to do so.
* "Never fire"/combat mode blue cannot be overridden by group leader target assignment. One needs to command "Open fire" or switch to a different combat mode (with "Hold fire") to be able to do so.
<br>
<br>
* Applying combat mode blue, clears the attack target commands from AI subgroups. Might be useful in combination with [[doFollow]]/[[commandFollow]]. Note: It will not effect [[assignedTarget]]s.
* Applying combat mode blue, clears the attack target commands from AI subgroups. Might be useful in combination with [[doFollow]]/[[commandFollow]]. Note: It will not affect [[assignedTarget]]s.
</dd>
}}
 
</dl>

Latest revision as of 10:38, 6 May 2024

Hover & click on the images for description

Description

Description:
Sets AI group combat mode (engagement rules). For individual unit's combat mode see setUnitCombatMode. Mode may be one of the following:
  • "BLUE" : Never fire, keep formation
  • "GREEN" : Hold fire, keep formation
  • "WHITE" : Hold fire, engage at will/loose formation
  • "YELLOW" : Fire at will, keep formation
  • "RED" : Fire at will, engage at will/loose formation
See Combat Modes for more information on combat modes.
Groups:
GroupsAI Behaviour

Syntax

Syntax:
group setCombatMode mode
Parameters:
group: Group or Object - if the argument is unit Object, unit's current group is used.
mode: String - see description
Return Value:
Nothing

Examples

Example 1:
_group1 setCombatMode "BLUE";

Additional Information

See also:
Combat Modes Use in Waypoints combatMode behaviour setBehaviour skill setSkill Arma 3: AI Skill setUnitCombatMode unitCombatMode setCombatBehaviour combatBehaviour

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
.kju - c
Posted on Jan 01, 2020 - 07:35 (UTC)
  • Combat mode can only be changed via scripting/waypoints - not by player radio commands for an AI group.

  • "Engage at will" means AI can form subgroups and break off to engage known or assigned enemies. These AI will then act largely on their own.
  • As player one can use the "engage at will" radio command to achieve the same/similar behavior. However this will not change the unit's combat mode. Yet one can override the "keep/loose formation" status of combat mode with radio commands.

  • "Never fire" means AI will actually never fire. Whereas under "Hold fire", AI will shoot back if getting fired upon, hostiles get too close, or they get a target explicitly assigned by the (sub)group leader.
  • As player, one can override the fire status with radio commands ("Hold fire", "Open fire", "Fire"). However this will not change the unit's combat mode.
  • "Never fire"/combat mode blue cannot be overridden by group leader target assignment. One needs to command "Open fire" or switch to a different combat mode (with "Hold fire") to be able to do so.

  • Applying combat mode blue, clears the attack target commands from AI subgroups. Might be useful in combination with doFollow/commandFollow. Note: It will not affect assignedTargets.