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Detectin AI combat mode

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How can I detect AI change in combat mode?

The only thing in ComRef I found that looked like working was

? combatMode _vehicle = "Red" :_vehicle Animate etc

but this puts up an ERR.

Can somebody help me with this?

Thanks

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I'm not sure this is the best way, but it does work:

_behstr = behaviour _plane

?(_behstr == "COMBAT"): ...

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thanks footmunch will give it ago

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It worked but only when I gave AI the order not when they origionaly entered combat situation.

Still its 100 % on what I had, thanks.

just had to cover all bases , now it works fine.

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Now so the animation only works for AI and not player.

How do I exit sqs if player is the gunner?

What I have tried exits when player is in vehicle anywhere.

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smile_o.gif  Thanks again, Footmunch.

I assume that also works for cargo and driver.

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Well, 'driver _vehicle' works, but if you want to check for cargo

only then:

_cargo = (crew _vehicle) - (driver _vehicle) - (gunner _vehicle) -(commander _vehicle)

?(player in _cargo) : ...

Obviously, you only take away the gunner/driver/commander if

the vehicle has those positions defined in the config.

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