AI Behaviour
22 scripting commands. Also as Markdown for agents.
- behaviourReturns the behaviour of the individual unit, this is why it only accepts Object as the argument. For Arma 3 behaviour explanation see…
- checkAIFeatureChecks if the given AI feature is currently enabled.
- combatBehaviourReturns combat behaviour of unit or group. To set unit or group behaviour see setCombatBehaviour. The behaviour is one of:
- combatModeReturns the combat mode of the given AI group. See setCombatMode for more information about combat modes.
- disableAIDisables parts of the AI behaviour to get a better control over the actions of a unit. If the unit changes locality, this command might need to be…
- enableAIEnables parts of the AI behavior that was disabled by disableAI.
- enableAIFeatureEnables/disables given AI feature.
- expectedDestinationReturn expected destination of unit as an array.
- getUnitStateReturns current state of the given AI unit, which could be one of the following: - "WAIT" - another plan is needed (current partial plan was done or…
- isAISteeringComponentEnabledReturns whether the AI steering component feature is enabled for the specified vehicle.
- isUsingAISteeringComponentReturns whether the AI steering component setting is enabled globally.
- setBehaviourSets individual unit behaviour on every unit in a group.
- setBehaviourStrongSets individual unit behaviour on every unit in a group and additionally tries to force this behaviour to the unit's group. Alternatively see…
- setCombatBehaviourSets an individual unit entity behaviour (main syntax) or a group entity behaviour (alternative syntax). The group in this case is a Group entity and…
- setCombatModeSets AI group combat mode (engagement rules). For individual unit's combat mode see setUnitCombatMode.
- setSkillSets the skill level of given unit. The value of a sub-skill is interpolated into a range defined in CfgAISkill.
- setUnitAbilitySets skill of given unit. Unlike setSkill, setUnitAbility can set values > 1. Even though the skill command will correctly return set value, the…
- setUnitCombatModeSets unit's combat mode (engagement rules). For AI group combat mode see setCombatMode.
- skillReturns current skill of a unit, in range between 0 to 1, 1 being the highest level of skill.
- skillFinalReturns final, recalculated sub skill value of given unit. (with regard to AI Level coefficient (Difficulty settings)).
- unitCombatModeGets individual unit's combat mode. For more information see setUnitCombatMode.
- useAISteeringComponentEnable the new AI driving, used to test the old and new AI driving.