---
name: "enableAI"
type: command
status: ok
groups: ["AI Behaviour"]
arma3_since: "0.50"
locality: {"argument": "local", "effect": "global", "server_exec": false}
source: https://community.bistudio.com/wiki/enableAI
revid: 369964
updated: 2024-10-22T12:39:51Z
---

# enableAI

*Command · AI Behaviour · Arma 3 v0.50 · introduced in Operation Flashpoint: Elite v1.00*

Locality: arguments **local** · effect **global**

## Description

Enables parts of the AI behavior that was disabled by [disableAI](../commands/disableAI.md).

> [!IMPORTANT]
> When player switches and leaves behind AI unit, you need to enable "TeamSwitch" AI on it `_unit enableAI "TeamSwitch";` so that the unit continues with [waypoints](../commands/waypoints.md).

> [!NOTE]
> **Arma 3:** Since Arma 3 v1.96 it is possible to return the state of the given AI flag via [checkAIFeature](../commands/checkAIFeature.md) or set it using alias command [enableAIFeature](../commands/enableAIFeature.md).

## Syntax

```sqf
unit enableAI skilltype
```

**Parameters:**

- `unit`: [Object](../topics/Object.md)
- `skilltype`: [String](../topics/String.md) - see [disableAI](../commands/disableAI.md) for possible values.

**Returns:** [Nothing](../topics/Nothing.md)

## Examples

### Example 1

```sqf
_soldierOne enableAI "Move";
```

## See also

[disableAI](../commands/disableAI.md) · [checkAIFeature](../commands/checkAIFeature.md) · [enableAIFeature](../commands/enableAIFeature.md) · [vehicleMoveInfo](../commands/vehicleMoveInfo.md) · [getUnitState](../commands/getUnitState.md)

<sub>Source: [BI Community Wiki — enableAI](https://community.bistudio.com/wiki/enableAI) (revision 369964).</sub>
