Fandom

武装突袭 Wiki

DisableAI

简体 | 繁體

4,827个页面创建
于此维基上
添加新页面
评论0 Share

您使用了广告屏蔽软件!


Wikia通过广告运营为用户提供免费的服务。我们对用户通过嵌入广告屏蔽软件访问网站进行了使用调整。

如果您使用了广告屏蔽软件,将无法使用我们的服务。请您移除广告屏蔽软件,以确保页面正常加载。

Introduced with Operation Flashpoint version 1.00
  Arguments of this scripting command have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network

点击图片可看到更多讯息

开始使用于

游戏:
Operation Flashpoint
版本:
1.00

描述

描述:
Disable parts of the AI behaviour to get a better control over the actions of a unit. Must be executed where AI unit is local. If unit changes locality, it might need to be executed again at the new locality to maintain effect.

Possible values are:

  • "TARGET" - stop the unit to watch the assigned target / group commander may not assign targets
  • "AUTOTARGET" - prevent the unit from assigning a target independently and watching unknown objects / no automatic target selection
  • "MOVE" - disable the AI's movement / do not move
  • "ANIM" - disable ability of AI to change animation. Available only since ArmA: Cold War Assault (OFP 1.99).
  • "TEAMSWITCH" - AI disabled because of Team Switch
  • "FSM" - disable the execution of AI behavior scripts. Available only since Operation Arrowhead v1.60.
  • "AIMINGERROR" - prevents AI's aiming from being distracted by its shooting, moving, turning, reloading, hit, injury, fatigue, suppression or concealed/lost target Available only since Arma 3 v1.42.
  • "SUPPRESSION" - prevents AI from being suppressed Available only since Arma 3 v1.42.
  • "CHECKVISIBLE" - disables visibility raycasts Available only since Arma 3 v1.54.
  • "COVER" - disables usage of cover positions by the AI Available only since Arma 3 v1.56.
  • "AUTOCOMBAT" - disables autonomous switching to COMBAT when in danger Available only since Arma 3 v1.56.

Note: All effects of disableAI command are cancelled after mission save or load.

Note: In OFP is no way to undo this command.

基本句法

句法:
unitName disableAI section
参数:
unitName: Object - AI unit

section: String
返回值:
Nothing

范例

范例1:
_soldier1 disableAI "AUTOTARGET";

额外资讯

多人游戏:
-
也可以看看:

enableAI

注意事项

此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.
新增注意事项 | 如何新增?

Notes

Posted on 26.9.2013
Katulobotomia

After substantial testing in ArmA3 1.01, the AI sections are as follows:

  • MOVE: disabling this will stop units from turning and moving. Units will still change stance and fire at the enemy if the enemy happens to walk right in front of the barrel. Unit will watch enemies that are in their line of sight, but won't turn their bodies to face the enemy, only their head. Works for grouped units as well. Good for staging units and holding them completely still. Movement can't be controlled by a script either, you have to re-enable movement for that. Unit will still be able to aim within his cone of fire.
  • AUTOTARGET: Essentially makes single units without a group, "deaf". The unit still goes prone and combat ready if he hears gunfire. They won't turn around when gunfire comes from the behind, but if an enemy walks in front they will target the enemy and fire as normal. WON'T WORK FOR GROUPED UNITS WITH A LEADER, the leader will assign targets to the units and effectively enables the AI back on.
  • TARGET: Will prevent units from engaging the target. Units still move around for cover etc...but won't hunt down the player. Works in groups as well. Excellent for keeping units inside bases or other areas without having them flank or engage anyone. They will still seek good cover if something is close by.
  • ANIM: completely freezes the unit, including breathing. Won't even blink. No move command works until the unit is unfrozen.
  • FSM: Essentially makes the enemy "dumber". Enemies react slower to enemy fire and the enemy stops using hand signals. Disabling FSM, can give the impression of untrained units as they react slower and are more disorganized than when FSM is enabled. Good for rebel fighters and when enabled better for professional armies.


Posted on August 3, 2006 - 14:31
hardrock
Notes from before the conversion:

The "TARGET" section of the AI is likely different than what you would think. Normally, when an AI group is standing still and sees an enemy, the group will break formation and start moving towards the enemy. If you disable the "TARGET" AI, then the AI units will stay where they are at. Even if you disable the "MOVE" AI, the units will still move out to attack the enemy, unless you disable the "TARGET" AI. Disabling both these AI sections is useful when placing units in defensive positions. This way, you can have them stay behind their cover, and not run out into the open.

This command has also a bug: after mission save or load the effect will be no longer active and you must set it again. It's also good way to detect number of saves and loads (loads can be recognized using time command).


Posted on Feb 7, 2009 - 14:31
GeneralCarver
Multiplayer Use as of ArmA v1.14:

Contrary to the post above, using this command WILL disable A.I. movement ability if used with the "MOVE" parameter. Works even when the A.I. is grouped with other units. I use this command to set up stationary targets at objectives all the time. Works on a dedicated server.


Bottom Section

Posted on September 19, 2015 - 09:00 (UTC)
Kenoxite
Beware that disabling "TARGET" AI to units in the player's group will disable the ability to execute engage orders issued by the player.

更多维基

随机维基