setCombatMode: Difference between revisions

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{{RV|type=command


<h2 style="color:#000066">'''''group'' setCombatMode ''mode'''''</h2>
|game1= ofp
|version1= 1.00


|game2= ofpe
|version2= 1.00


'''Operand types:'''
|game3= arma1
|version3= 1.00


'''group:''' [[Group]]
|game4= arma2
|version4= 1.00


'''mode:''' [[String]]
|game5= arma2oa
|version5= 1.50


'''Type of returned value:'''
|game6= tkoh
|version6= 1.00


[[Nothing]]
|game7= arma3
|version7= 0.50


'''Description:'''
|arg= local
|eff= global


Set '''group''' combat '''mode''' (engagement rules).<br>
|gr1= Groups
'''Mode''' may be one of:


* '''"BLUE"''' (Never fire)
|gr2= AI Behaviour
* '''"GREEN"''' (Hold fire - defend only)
* '''"WHITE"''' (Hold fire, engage at will)
* '''"YELLOW"''' (Fire at will)
* '''"RED"''' (Fire at will, engage at will)


|descr= Sets AI [[Group | group]] combat mode (engagement rules). For individual unit's combat mode see [[setUnitCombatMode]]. Mode may be one of the following:
* {{hl|"BLUE"}} : Never fire, keep formation
* {{hl|"GREEN"}} : Hold fire, keep formation
* {{hl|"WHITE"}} : Hold fire, engage at will/loose formation
* {{hl|"YELLOW"}} : Fire at will, keep formation
* {{hl|"RED"}} : Fire at will, engage at will/loose formation
See [[Combat Modes]] for more information on combat modes.


'''Example:<br>'''
|s1= group [[setCombatMode]] mode


group1 '''setCombatMode''' '''"BLUE"'''
|p1= group: [[Group]] or [[Object]] - if the argument is unit [[Object]], unit's current group is used.
 
|p2= mode: [[String]] - see description
 
|r1= [[Nothing]]
 
|x1= <sqf>_group1 setCombatMode "BLUE";</sqf>
 
|seealso= [[Combat Modes]] [[Mission_Editor:_Waypoints#Combat_Mode|Use in Waypoints]] [[combatMode]] [[behaviour]] [[setBehaviour]] [[skill]] [[setSkill]] [[Arma 3 AI Skill]] [[setUnitCombatMode]] [[unitCombatMode]] [[setCombatBehaviour]] [[combatBehaviour]]
}}
 
 
<dl class="command_description">
 
<dt></dt>
<dd class="notedate">Posted on 2020-01-01 - 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.
</dd>
 
</dl>

Revision as of 16:49, 8 November 2023

Hover & click on the images for description

Description

Description:
Sets AI group combat mode (engagement rules). For individual unit's combat mode see setUnitCombatMode. 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:
GroupsAI Behaviour

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 Modes Use in Waypoints combatMode behaviour setBehaviour skill setSkill Arma 3 AI Skill setUnitCombatMode unitCombatMode setCombatBehaviour combatBehaviour

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


Posted on 2020-01-01 - 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.