Arma 3
34 ratings
foxMod: AI Tweaks
   
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
170.633 KB
15 Jul, 2017 @ 12:43pm
1 Change Note ( view )

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foxMod: AI Tweaks

In 1 collection by fox
Arma 3 foxMod Collection
2 items
Description
Maxes out skills and abilities for all AI within the player's group, making them more useful in lieu of real players.

Also enables usage of IR lasers for all AI within the player's group; they will use lasers when in active combat stance, but not in stealth stance or when out of combat (vanilla behavior for IR-enabled units).

Usage
When in-game, behold your useful AI teammates.

Configuration
(via foxMod Configuration)
May be configured to apply to all playable units (or playable units' groups), and also enable/disable IR laser usage.

Server Information
Public server key is included in the "keys" folder.
This mod is client-side, and has no effect when run directly on a dedicated server unless configured to also affect all playable units (or playable units' groups) as mentioned above.
14 Comments
Fluffy GS G5 30 Nov, 2021 @ 12:54pm 
This mod is cool, but is there a way it works also for units with respawn or like in warlords when you request units?
500 Magnum 25 Dec, 2020 @ 3:39pm 
@fox pls make all units in the players' squad max out throughout the game! It'd be great for liberation since the default ai are next to useless
Nekavandre 13 Oct, 2019 @ 1:56pm 
That IR Laser function is what I needed for the AI thank you! Thank you! I spent like 4 hours last night trying to get AI to turn them on. Got flashlights working for them to be on day or night 24/7 until said unit is killled but I could not no matter what get Lasers to turn on. I hope this works. Thanks friend.
The Gabriel 19 Aug, 2018 @ 2:22pm 
You can make it possible to be used on units that are spawned by using CBA , there's an action that any unit vehicle or unit spawned use that init
KennyLuo 22 Nov, 2017 @ 7:12pm 
Thanks mate.
fox  [author] 22 Nov, 2017 @ 8:27am 
I don't believe so unfortunately - it only operates on units present at mission start (though it will persist on those units if they respawn in a multiplayer scenario). However, since you can change AI skills via Zeus, you should be able to accomplish the same effect by just maxing out their skill.

I may look into updating this in the future to apply to any units that join the player's group (or playable units' groups if configured) midway through the mission - which should apply to Zeus units as well if they are attached to the appropriate groups.
KennyLuo 13 Oct, 2017 @ 5:32am 
Will this affect Zeus AI squadmates? I can change AI skills via Zeus.
fox  [author] 5 Oct, 2017 @ 5:55pm 
This should be compatible with anything that doesn't also adjust AI skill / ability values on individual units. I don't believe ACE does this, but I've never checked. If your AI squadmates are kicking ass alongside you, it's probably working. :P
TAIKO 2 Oct, 2017 @ 9:40pm 
fox - Thanks for the mod, been looking for something like this. (Odd this feature isn't included in default SP.) Is this mod ACE compatible?
ArtZ 22 Jul, 2017 @ 7:48am 
thanks for ask