setBehaviour: Difference between revisions
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|descr= Sets individual unit behaviour '''on every unit in a group'''. | |descr= Sets individual unit behaviour '''on every unit in a group'''. | ||
{{Feature | | {{Feature|important|This command doesn't set AI [[Group]] behaviour, see [[setCombatBehaviour]] or [[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.}} | ||
<spoiler text="Comparison of Behaviour commands"> | <spoiler text="Comparison of Behaviour commands"> |
Latest revision as of 21:46, 16 May 2024
Description
- Description:
- Sets individual unit behaviour on every unit in a group.
Command Applies To setBehaviour Every unit in the group, but not the group itself setBehaviourStrong Every unit in the group, and the group itself setCombatBehaviour If argument is Object, only that unit, and if argument is Group, the group itself (not its units) - Groups:
- GroupsAI Behaviour
Syntax
- Syntax:
- groupOrUnit setBehaviour behaviour
- Parameters:
- groupOrUnit : Group or Object - unit or a group
- behaviour: String - can be one of:
- "CARELESS"
- "SAFE"
- "AWARE"
- "COMBAT"
- "STEALTH"
- Return Value:
- Nothing
Examples
- Example 1:
- _group1 setBehaviour "SAFE";
Additional Information
- See also:
- setCombatBehaviour combatBehaviour AIBehaviour behaviour setBehaviourStrong setWaypointBehaviour combatMode setCombatMode skill setSkill Arma 3: AI Skill
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 03, 2009 - 15:57 (UTC)
- Warning! Since Armed Assault v.1.14 the command setBehaviour "COMBAT" does not work correctly any longer. Units ( Groups ) which are using this behaviour and then get a move order will not move to the given position.
- Posted on Feb 14, 2010 - 08:19 (UTC)
- Although setBehaviour can be called on an individual unit, the entire group will be affected.
- Posted on Nov 22, 2010 - 19:18 (UTC)
- 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.
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