disableAI: Difference between revisions
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In '''{{ofp}}/Cold War Assault''', the disabled units are reset after a [[saveGame]] is executed or the user manually saves the mission, i. e. the units will behave as if the [[disableAI]] command was never applied to them. Also in {{ofp}} there is no way to undo this command. | In '''{{ofp}}/Cold War Assault''', the disabled units are reset after a [[saveGame]] is executed or the user manually saves the mission, i. e. the units will behave as if the [[disableAI]] command was never applied to them. Also in {{ofp}} there is no way to undo this command. | ||
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Revision as of 16:07, 13 June 2021
Description
- Description:
- Disables parts of the AI behaviour to get a better control over the actions of a unit. If unit changes locality, it might need to be executed again at the new locality to maintain effect.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- unitName disableAI section
- Parameters:
- unitName: Object - AI unit
- section: String - Possible values are:
Section Description Since "TARGET" Will prevent units from engaging the target. Units still move around for cover, but will not hunt down enemies. Works in groups as well. Excellent for keeping units inside bases or other areas without having them flank or engage anyone. They will still seek good cover if something is close by. - "AUTOTARGET" Essentially makes single units without a group, "deaf". The unit still goes prone and combat ready if it hears gunfire. They will not turn around when gunfire comes from the behind, but if an enemy walks in front of it it will target the enemy and fire as normal. Does not work for grouped units. The leader will assign targets to the units and effectively enables the AI back on. - "MOVE" This will stop units from turning and moving, including vehicles. Units will still change stance and fire at the enemy if the enemy happens to walk right in front of the barrel. Unit will watch enemies that are in their line of sight, but will not turn their bodies to face the enemy, only their head. Works for grouped units as well. Good for staging units and holding them completely still. Movement can't be controlled by a script either, you have to re-enable movement for that. Unit will still be able to aim within his cone of fire/ do not move. - "WEAPONAIM" Disabled weapon aiming. - "TEAMSWITCH" This will disable AI unit when teamswitching - "ANIM" Disables all animations of the unit. Completely freezes the unit, including breathing. Won't even blink. No move command works until the unit is unfrozen. 1.99 "FSM" Disables the attached FSM scripts which are responsible for the AI behaviour. Enemies react slower to enemy fire and the enemy stops using hand signals. Disabling FSM, can give the impression of untrained units as they react slower and are more disorganized than when FSM is enabled. Good for rebel fighters and when enabled better for professional armies 1.60 "AIMINGERROR" Prevents AI's aiming from being distracted by its shooting, moving, turning, reloading, hit, injury, fatigue, suppression or concealed/lost target. 1.42 "SUPPRESSION" Prevents AI from being suppressed. See Arma 3: Suppression. 1.42 "CHECKVISIBLE" Disables visibility raycasts. Useful in PvP missions where these raycasts are not needed. 1.54 "COVER" Disables usage of cover positions by the AI. 1.56 "AUTOCOMBAT" Disables autonomous switching to COMBAT when in danger 1.56 "PATH" Stops the AI’s movement but not the target alignment. 1.62 "MINEDETECTION" Disable AI's mine detection. 1.76 "NVG" Stops AI from putting NVGs on but not taking them off. 1.92 "LIGHTS" Stops AI from operating vehicle headlights as well as collision lights. 1.92 "RADIOPROTOCOL" Stops AI from talking and texting while still being able to issue orders. 1.96 "all" Disables all the above sections. 1.66 - Return Value:
- Nothing
Examples
- Example 1:
_soldier1 disableAI "AUTOTARGET";
Additional Information
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 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).
- Posted on Feb 7, 2009 - 14:31
- GeneralCarver
- Multiplayer Use as of ArmA v1.14: Contrary to the post above, using this command WILL disable A.I. movement ability if used with the "MOVE" parameter. Works even when the A.I. is grouped with other units. I use this command to set up stationary targets at objectives all the time. Works on a dedicated server.
- Posted on September 19, 2015 - 09:00 (UTC)
- Kenoxite
- Beware that disabling "TARGET" AI to units in the player's group will disable the ability to execute engage orders issued by the player.
- Posted on September 26, 2016 - 19:34 (UTC)
- James
-
Command is buggy in version 1.64.138497 as it disables the ability to drive vehicles for players. Tested with
player disableAI "move"
. Entering a vehicle is possible, but not starting the engine.player enableAI "move"
enables the player to drive again. Feedback Tracker ticket: https://feedback.bistudio.com/T120346 - Posted on June 5, 2018 - 19:29 (UTC)
- zwobot
- In Operation Flashpoint/Cold War Assault, the disabled units are reset after a saveGame is executed or the user manually saves the mission, i. e. the units will behave as if the disableAI command was never applied to them. Also in Operation Flashpoint there is no way to undo this command.
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: Object Manipulation
- Scripting Commands: Global Effect