setCombatMode: Difference between revisions

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(improved description of different states; removed "defend only" from green as there is no special behavior for green - its only keep formation as with blue and white)
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<dd class="notedate">Posted on January 1, 2020 - 07:35 (UTC)</dd>
<dt class="note">[[User:.kju|.kju]]</dt>
<dd class="note">
* Combat mode can only be changed via scripting/waypoints - not by player radio commands for an AI group.
<br>
* "Engage at will" means AI can form subgroups and break off to engage known or assigned enemies. These AI will then act largely on their own.
* As player one can use the "engage at will" radio command to achieve the same/similar behavior. However this will not change the unit's combat mode. Yet one can override the "keep/loose formation" status of combat mode with radio commands.
<br>
* "Never fire" means AI will actually never fire. Whereas under "Hold fire", AI will shoot back if getting fired upon, hostiles get too close, or they get a target explicitly assigned by the (sub)group leader.
* As player one can override the fire status with radio commands ("Hold fire", "Open fire", "Fire"). However this will not change the unit's combat mode.
* "Never fire"/combat mode blue cannot be overridden by group leader target assignment. One needs to command "Open fire" or switch to a different combat mode (with "Hold fire") to be able to do so.
<br>
* Applying combat mode blue, clears the attack target commands from AI subgroups. Might be useful in combination with [[doFollow]]/[[commandFollow]]. Note: It will not effect [[assignedTarget]]s.
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Revision as of 09:35, 1 January 2020

Hover & click on the images for description

Description

Description:
Sets AI group combat mode (engagement rules). Mode may be one of the following:
  • "BLUE" : Never fire, keep formation
  • "GREEN" : Hold fire, keep formation
  • "WHITE" : Hold fire, engage at will/loose formation
  • "YELLOW" : Fire at will, keep formation
  • "RED" : Fire at will, engage at will/loose formation
See Combat Modes for more information on combat modes.
Groups:
Uncategorised

Syntax

Syntax:
group setCombatMode mode
Parameters:
group: Group or Object. If the argument is unit Object, unit's current group is used.
mode: String - See description
Return Value:
Nothing

Examples

Example 1:
_group1 setCombatMode "BLUE";

Additional Information

See also:
Combat ModesUse in WaypointscombatModebehavioursetBehaviourskillsetSkillArma 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

Notes

Bottom Section

Posted on January 1, 2020 - 07:35 (UTC)
.kju
  • Combat mode can only be changed via scripting/waypoints - not by player radio commands for an AI group.

  • "Engage at will" means AI can form subgroups and break off to engage known or assigned enemies. These AI will then act largely on their own.
  • As player one can use the "engage at will" radio command to achieve the same/similar behavior. However this will not change the unit's combat mode. Yet one can override the "keep/loose formation" status of combat mode with radio commands.

  • "Never fire" means AI will actually never fire. Whereas under "Hold fire", AI will shoot back if getting fired upon, hostiles get too close, or they get a target explicitly assigned by the (sub)group leader.
  • As player one can override the fire status with radio commands ("Hold fire", "Open fire", "Fire"). However this will not change the unit's combat mode.
  • "Never fire"/combat mode blue cannot be overridden by group leader target assignment. One needs to command "Open fire" or switch to a different combat mode (with "Hold fire") to be able to do so.

  • Applying combat mode blue, clears the attack target commands from AI subgroups. Might be useful in combination with doFollow/commandFollow. Note: It will not effect assignedTargets.