Arma 3 Scripting

setCombatMode

  • Local argument
  • Global effect
  • Arma 3 v0.50
  • First in Operation Flashpoint v1.00

Command · also in AI Behaviour · Markdown · JSON · original wiki page

Description

Sets AI group combat mode (engagement rules). For individual unit's combat mode see setUnitCombatMode. Mode may be one of the following:

Syntax

group setCombatMode mode

Parameters:

Returns: Nothing

Examples

Example 1

_group1 setCombatMode "BLUE";

See also

Combat Modes · Mission Editor: Waypoints · combatMode · behaviour · setBehaviour · skill · setSkill · Arma 3: AI Skill · setUnitCombatMode · unitCombatMode · setCombatBehaviour · combatBehaviour

Community notes

.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 affect assignedTargets.