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{{RV|type=command | |||
|game1= ofp | |||
|version1= 1.00 | |||
|game2= ofpe | |||
|version2= 1.00 | |||
|game3= arma1 | |||
|version3= 1.00 | |||
|game4= arma2 | |||
|version4= 1.00 | |||
|game5= arma2oa | |||
|version5= 1.50 | |||
|game6= tkoh | |||
|version6= 1.00 | |||
|game7= arma3 | |||
|version7= 0.50 | |||
|arg= local | |||
|eff= global | |||
|gr1= Groups | |||
|gr2= AI Behaviour | |||
* | |descr= Sets AI [[Group | group]] combat mode (engagement rules). For individual unit's combat mode see [[setUnitCombatMode]]. Mode may be one of the following: | ||
* | * {{hl|"BLUE"}} : Never fire, keep formation | ||
* | * {{hl|"GREEN"}} : Hold fire, keep formation | ||
* | * {{hl|"WHITE"}} : Hold fire, engage at will/loose formation | ||
* | * {{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 | |||
|p1= group: [[Group]] or [[Object]] - if the argument is unit [[Object]], unit's current group is used. | |||
|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
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
- 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
- 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.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Groups
- Command Group: AI Behaviour
- Scripting Commands: Global Effect