Arma 3
72 ratings
FHQ CombatMode
Data Type: Mod
File Size
0.105 MB
May 17, 2016 @ 12:35pm
Dec 3, 2017 @ 8:40am
5 Change Notes ( view )

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FHQ CombatMode

With Arma 3 1.56 came the possibility to prevent AI from automatically entering combat mode. This is useful for instances where you, for example, want to quickly move through terrain, but the AI is doing their "Bounding Overwatch Dance".

This addon allows you to create a set of hotkeys that allow, disallow, or toggle the possibility of AI in your group to enter combat mode automatically. You can still manually command them to enter combat mode, but they will not do so automatically, and even when engaged, ordering them to "Aware" will cancel combat mode.

In adition, there's now also a "Rearm At" key: Select one or more units (normally via F-Keys), look at an ammo box or body, and press the Rearm At key. The selected units will walk to the ammo box(body, rearm from it, and return to formation.

This addon requires the Community Base Addon.

To configure the mod's keys, go to "Options" in the main menu, then "Controls", and click the "Configure Addons" button at the bottom right of the Controls window. From the "Addon" box, select "FHQ CombatMode", and set the keys you want. You don't have to map all keys, you might for example just use the "Toggle Combat Mode" key to toggle between allowing and preventing combat mode.

To configure the default behavior, go to "Options", then "Game", and click on the "Configure Addons" button at the bottom right of the Game Options window. Then, select "FHQ CombatMode" from the "Addon" box. Here, you can set whether combat mode is disabled from the start (box is not checked, default behvior), or combat mode is allowed (box is checked).
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*TRF* Mr Annoying Aug 6, 2017 @ 5:40am 
This does not work for me.

Half my squad follow me and the other half are 5 miles back because they are walking at a snails pace. Any ideas why?
Revo Aug 21, 2016 @ 10:01am 
There is still a semicolon missing ;)

18:58:26 File C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@FHQ CombatMode\mod.cpp, line 5: '.overview': Missing ';' at the end of line
Varanon  [author] Aug 20, 2016 @ 3:56pm 
Update: Now automatically disables combat mode when the mission is started. This can be set via the CBA game settings
Varanon  [author] Jul 26, 2016 @ 8:03am 
@jurassic Yes, it doesn't interfere, it's not an AI mod, it just uses command that prevents your squad mates from entering combat mode
Jurassic Pineapple Jul 25, 2016 @ 10:08pm 
Is this mod compatible with other combat mods like bCombat?
Varanon  [author] Jun 29, 2016 @ 7:38am 
Thanks, I'll take a look
root Jun 29, 2016 @ 7:32am 
Update: So I just did some single player (was playing mp-coop last night), and it seems the hint does appear in single player, however it was /not/ appearing in multiplayer coop. Not sure what the difference is, but hopefully you can re-create now.
root Jun 29, 2016 @ 7:17am 
Yep its active, and i bound the key (toggle) to "numlock /" under configure addons, I can't find any HUD element changes or anything when spamming the key.

Sidenote: This and CBA are the only two mods I'm running, so chances of it being a conflict are nil.
Varanon  [author] Jun 29, 2016 @ 4:29am 
Are you sure it's active ? Are you pressing the correct button ?

Check if the addon appears in the addon control settings
root Jun 28, 2016 @ 9:55pm 
So I'm not seeing the hint in the top-right corner to tell me the current status, and also I have a question: Does the stripped-box icon on the AI simply the indication for "danger?" Using this doesn't seem to clear that when taking fire.