setCombatMode: Difference between revisions

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[[Category:Scripting Commands|S]]
{{RV|type=command
[[Category:Scripting Commands OFP 1.97|S]]
[[Category:Scripting Commands OFP 1.46|S]]
[[Category:Scripting Commands ArmA|S]]


|game1= ofp
|version1= 1.00


<h2 style="color:#000066">'''''group'' setCombatMode ''mode'''''</h2>
|game2= ofpe
|version2= 1.00


|game3= arma1
|version3= 1.00


'''Operand types:'''
|game4= arma2
|version4= 1.00


'''group:''' [[Group]]
|game5= arma2oa
|version5= 1.50


'''mode:''' [[String]]
|game6= tkoh
|version6= 1.00


'''Type of returned value:'''
|game7= arma3
|version7= 0.50


[[Nothing]]
|arg= local
|eff= global


'''Description:'''
|gr1= Groups


Set '''group''' combat '''mode''' (engagement rules).<br>
|gr2= AI Behaviour
'''Mode''' may be one of:


* '''"BLUE"''' (Never fire)
|descr= Sets AI [[Group | group]] combat mode (engagement rules). For individual unit's combat mode see [[setUnitCombatMode]]. Mode may be one of the following:
* '''"GREEN"''' (Hold fire - defend only)
* {{hl|"BLUE"}} : Never fire, keep formation
* '''"WHITE"''' (Hold fire, engage at will)
* {{hl|"GREEN"}} : Hold fire, keep formation
* '''"YELLOW"''' (Fire at will)
* {{hl|"WHITE"}} : Hold fire, engage at will/loose formation
* '''"RED"''' (Fire at will, engage at will)
* {{hl|"YELLOW"}} : Fire at will, keep formation
* {{hl|"RED"}} : Fire at will, engage at will/loose formation
See [[Combat Modes]] for more information on combat modes.


|s1= group [[setCombatMode]] mode


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


group1 '''setCombatMode''' '''"BLUE"'''
|p2= mode: [[String]] - see description
 
|r1= [[Nothing]]
 
|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]]
}}
 
{{Note
|user= .kju
|timestamp= 20200101073500
|text=
* Combat mode can only be changed via scripting/waypoints - not by player radio commands for an AI group.
<br>
* "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.
<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.
* 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.
<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 affect [[assignedTarget]]s.
}}

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.