there does not seem to be a way to override combat mode except to go up to stealth mode
i did however have some success by changing the setCombatMode to green whenever they
went to combat mode and they still moved forward better than they did without this script.
it also shows what modes the AI are in.
in the init field of the AI leader put
[this] execVM "courage.sqf"
Put this in a script called courage.sqf in the mission folder
_leader = _this select 0;
_grp = group _leader;
_l = 0;
while {(count units _grp > 0)} do
{
_b = behaviour leader _grp;
_c = combatMode _grp;
_num = count units _grp;
if (behaviour leader _grp == "AWARE") then {_grp setCombatMode "YELLOW"; _l = 0};
hint format["Behaviour Mode : %1 \nCombat Mode : %2 \nLoops : %3 \nTroops : %4",_b , _c , _l , _num];
waituntil {!(behaviour leader _grp == "AWARE")};
if (behaviour leader _grp == "COMBAT") then {_grp setCombatMode "GREEN"};
sleep .5;
_l = _l + 1;
_grp setBehaviour "AWARE"; _b = behaviour leader _grp; _c = combatMode _grp; hint format["Behaviour Mode : %1 \nCombat Mode : %2 \nLoops : %3 \nTroops : %4",_b , _c , _l , _num];
sleep .5;
};
it helps a little i think.