disableAI: Difference between revisions
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| Disable parts of the AI behaviour to get a better control over the actions of a unit. | | Disable parts of the AI behaviour to get a better control over the actions of a unit. Must be executed where AI is [[local]]. If AI changes locality, it might need to be executed again at the new locality to maintain effect. | ||
Possible values are: | Possible values are: |
Revision as of 13:49, 2 July 2015
Description
- Description:
- Disable parts of the AI behaviour to get a better control over the actions of a unit. Must be executed where AI is local. If AI changes locality, it might need to be executed again at the new locality to maintain effect.
Possible values are:
- "TARGET" - stop the unit to watch the assigned target / group commander may not assign targets
- "AUTOTARGET" - prevent the unit from assigning a target independently and watching unknown objects / no automatic target selection
- "MOVE" - disable the AI's movement / do not move
- "ANIM" - disable ability of AI to change animation. Available only since ArmA: Cold War Assault (OFP 1.99).
- "TEAMSWITCH" - AI disabled because of Team Switch
- "FSM" - disable the execution of AI behavior scripts. Available only since Operation Arrowhead v1.60.
- "AIMINGERROR" - prevents AI's aiming from being distracted by its shooting, moving, turning, reloading, hit, injury, fatigue, suppression or concealed/lost target Available only since Arma 3 v1.42.
- "SUPPRESSION" - prevents AI from being suppressed Available only since Arma 3 v1.42.
- Groups:
- Uncategorised
Syntax
- Syntax:
- unitName disableAI section
- Parameters:
- unitName: Object - AI unit
- section: String
- Return Value:
- Nothing
Examples
- Example 1:
_soldier1 disableAI "AUTOTARGET";
Additional Information
- See also:
- enableAI
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
- Posted on 26.9.2013
- Katulobotomia
-
After substantial testing in ArmA3 1.01, the AI sections are as follows:
- MOVE: disabling this will stop units from turning and moving. 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 won't 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.
- AUTOTARGET: Essentially makes single units without a group, "deaf". The unit still goes prone and combat ready if he hears gunfire. They won't turn around when gunfire comes from the behind, but if an enemy walks in front they will target the enemy and fire as normal. WON'T WORK FOR GROUPED UNITS WITH A LEADER, the leader will assign targets to the units and effectively enables the AI back on.
- TARGET: Will prevent units from engaging the target. Units still move around for cover etc...but won't hunt down the player. 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.
- ANIM: completely freezes the unit, including breathing. Won't even blink. No move command works until the unit is unfrozen.
- FSM: Essentially makes the enemy "dumber". 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.
- 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.
Bottom Section
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
- Command Group: Unit Control
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters