Difference between revisions of "behaviour"

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<dd class="notedate">Posted on 14 Feb 2010</dd>
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<dd class="notedate">Posted on 14 Feb 2010
<dt class="note">'''[[User:MadRussian|MadRussian]]'''</dt>
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<dt class="note">'''[[User:MadRussian|MadRussian]]'''
 
<dd class="note">Although behaviour is called on an individual unit, what you are really getting back is the behaviour of that unit's group.  Behaviour is a group setting.
 
<dd class="note">Although behaviour is called on an individual unit, what you are really getting back is the behaviour of that unit's group.  Behaviour is a group setting.
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Revision as of 16:49, 17 October 2011

Introduced with Operation Flashpoint version 1.00
  Arguments of this scripting command don't have to be local to the client the command is executed on

Click on the images for descriptions

Introduced in

Game:
Operation Flashpoint
Version:
1.00

Description

Description:
Return the behaviour of a unit.

Syntax

Syntax:
String = behaviour unitName
Parameters:
unitName: Object
Return Value:
String - One of "CARELESS", "SAFE", "AWARE", "COMBAT" and "STEALTH".

Examples

Example 1:
_soldier setBehaviour "CARELESS"
_b = behaviour _soldier 
returns "CARELESS"

Additional Information

Multiplayer:
-
See also:
AIBehavioursetBehavioursetWaypointBehaviourcombatModesetCombatModeskillsetSkill arrayCfgAISkill

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Posted on 14 Feb 2010
MadRussian
Although behaviour is called on an individual unit, what you are really getting back is the behaviour of that unit's group. Behaviour is a group setting.

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