setCombatMode: Difference between revisions
Jump to navigation
Jump to search
(improved description of different states; removed "defend only" from green as there is no special behavior for green - its only keep formation as with blue and white) |
No edit summary |
||
Line 49: | Line 49: | ||
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]] | ||
<!-- CONTINUE Notes --> | |||
<dl class="command_description"> | |||
<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. | |||
<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 effect [[assignedTarget]]s. | |||
</dd> | |||
</dl> | |||
<!-- DISCONTINUE Notes --> |
Revision as of 08:35, 1 January 2020
Description
- Description:
- Sets AI group combat mode (engagement rules). 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:
- Uncategorised
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
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
Bottom Section
- Posted on January 1, 2020 - 07:35 (UTC)
- .kju
-
- 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 effect assignedTargets.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters