VBS2: AI Combat Modes

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This page requires a review regarding compatibility with VBS2.


Contents

Engagement rules

Can be assigned in editor for each waypoint, called as command from commanding menu in game or scripted. See setCombatMode for more details.

Depending on Combat mode AI will attack assigned target different way.

Combat mode / Behavior

AI behavior depends on actual Combat Mode. This can be assigned in game by comanding orders, preset for each waypoint or script. See setBehaviour for more details. Combat modes are hardcoded in engine since original OFP, some of their efects might change but there is no FSM for them in ArmA. In case some FSM would be in conflict with behavior set - setBehavior has the priority.

Safe

It is possible to choose also Careless in mission editor, that expands the behavior for even more free movement (loiter) in range up to 150m.

Aware

Default behavior.

Danger (Combat)

Stealth

AI Skill

It affects a lot ot things, including reaction time and accuracy. Variables controlled by the skill setting can be seen in CfgSkills:

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