setBehaviour: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 17: Line 17:
* "COMBAT"
* "COMBAT"
* "STEALTH".
* "STEALTH".
{{impoertant |This command doesn't set AI [[Group]] behaviour, see [[setBehaviourStrong]] for this.}}
{{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 13:50, 7 February 2021

Hover & click on the images for description

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.