setBehaviour: Difference between revisions
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Killzone Kid (talk | contribs) No edit summary |
Killzone Kid (talk | contribs) No edit summary |
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Line 17: | Line 17: | ||
* "COMBAT" | * "COMBAT" | ||
* "STEALTH". | * "STEALTH". | ||
{{Important |This command doesn't set AI [[Group]] behaviour, see [[setBehaviourStrong]] for this.}} | {{Feature | Important | This command doesn't set AI [[Group]] behaviour, see [[setBehaviourStrong]] for this.}} | ||
{{Feature | Informative | See [[AI Behaviour]] for details of the effect of this command on AI units.}} | {{Feature | Informative | See [[AI Behaviour]] for details of the effect of this command on AI units.}} | ||
Revision as of 12:50, 7 February 2021
Description
- Description:
- Description needed
- Groups:
- Groups
Syntax
- Syntax:
- Syntax needed
- Parameters:
- groupName: Group or Object - unit from the group
- behaviour: String
- Return Value:
- Return value needed
Examples
- Example 1:
_group1 setBehaviour "SAFE";
Additional Information
- See also:
- See also needed
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
- =\SNKMAN/=
- Warning! Since ArmA v.1.14 the command setBehaviour "COMBAT" do not work correctly any loger. Units ( Groups ) which are using this behaviour and then get a move order, will not move to the given position.
- MadRussian
- Although setBehaviour can be called on an individual unit, the entire group will be affected.
- MulleDK13
- If setting a behaviour on an individual unit is required, it can be achieved by creating a temporary group, use joinSilent to make the individual unit belong to that group, then change his behaviour, use joinSilent into the original group, then delete the temporary group.