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

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FHQ CombatMode

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Description
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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34 Comments
fatsquirrelmahn May 16 @ 7:45pm 
This mod doesn't work anymore, I saw a video of it working extra well with VCOM AI, now it doesn't even work with that or on vanilla. I don't get it, why does Bohemia Interactive think that the AI should just stop following the commands of the squad leader. If the Squad Leader is a fucking mile away, that is terrible... always.
mökpökarn Mar 8 @ 3:41am 
Ah, thanks for the reply.
Varanon  [author] Mar 7 @ 3:06pm 
@Mr Annoying: Ugh, I realized I took my time to answer this :| Sorry.
No idea why this happens, they might be crouched or even prone ?

@hero of stalingrad: No, you can't do that with this addon. You can do that with scripting, but this addon only handles your own squad, which is on purpose.
mökpökarn Mar 7 @ 9:24am 
Are you able to make for instance, 5 different squads rush over a field taking fire without stopping?
And then I mean enemy squads not mine.
*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