setCombatMode: Difference between revisions
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<dd class="notedate">Posted on January 1, 2020 - 07:35 (UTC)</dd> | <dd class="notedate">Posted on January 1, 2020 - 07:35 (UTC)</dd> |
Revision as of 13:35, 12 June 2021
Description
- Description:
- Description needed
- Groups:
- Groups
Syntax
- Syntax:
- Syntax needed
- 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:
- 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
- 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.