setBehaviour: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
mNo edit summary
No edit summary
Line 68: Line 68:
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on November 23, 2014 - 19:45 (UTC)</dd>
<dt class="note">[[User:James|James]]</dt>
<dd class="note">
Be aware that the value "SAFE" seems no longer to work for ArmA3. Tested several different settings while checking with [[behaviour]]. "SAFE" never lead to any change that could be traced down with the command behavior. So best results for stopping AI or go on to next waypoint were obtained with "CARELESS", which works immediatly.
</dd>
</dl>
<!-- DISCONTINUE Notes -->

Revision as of 21:45, 23 November 2014

Hover & click on the images for description

Description

Description:
Set group/unit behaviour mode. Behaviour is one of:
  • "CARELESS"
  • "SAFE"
  • "AWARE"
  • "COMBAT"
  • "STEALTH".
See this page for details of the effect of this command on AI units.
Groups:
Uncategorised

Syntax

Syntax:
groupName setBehaviour behaviour
Parameters:
groupName: Object or Group
behaviour: String
Return Value:
Nothing

Examples

Example 1:
_group1 setBehaviour "SAFE"

Additional Information

See also:
behaviour descriptionAIBehaviourbehavioursetWaypointBehaviourcombatModesetCombatModeskillsetSkill arrayCfgAISkill

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

=\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.

Bottom Section

Posted on November 23, 2014 - 19:45 (UTC)
James
Be aware that the value "SAFE" seems no longer to work for ArmA3. Tested several different settings while checking with behaviour. "SAFE" never lead to any change that could be traced down with the command behavior. So best results for stopping AI or go on to next waypoint were obtained with "CARELESS", which works immediatly.