Arma 3
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Madin AI - Dynamic AI spawn/systems
   
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Data Type: Mod
Mod Type: Editor Extension
File Size
Posted
Updated
243.729 KB
9 Jul, 2019 @ 7:49am
26 Feb, 2020 @ 1:21am
20 Change Notes ( view )

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Madin AI - Dynamic AI spawn/systems

Description
What is this mod for?
Providing simultaneously as many FPS and bots as possible.

Not everything can be overcome in terms of efficiency in the Arma engine, but several things can be improved.
Many single-player games, despite hundreds of downed bots at the end of the level, simultaneously display up to a few units on the screen at max. The mod will strive for this.
Most of the modules are rewritten, as until now they were only as scripts. And now with "better" quality, code performance and customization from 3den. Planned addition of support for Zeus.

Every module supports headless client

What is inside as right now:
Added “AI”
Still work in progress, Not all modules are set etc. New AI behaviours will be added in the future.
Most of the parameters can be set / switched off in CBA setting.

New additional mod for more frequent AI fire!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1840278256
(right now only for RHS, but in near future™ also to CBA and vanilla)

Whats in this update:
1. AI will advance to enemy “from cover to cover”, when not interrupted by zeus. When zeus adds new waypoints, AI will not modify them* in general.
2. AI have new parameter = PTSD. When fired near AI / AI get a hit / someone from (its) formation dies, group will recive PTSD. PTSD will recover with time.
- Group will recive penalty to all of its skills depending on recived PTSD `skill = base skill * (PTSD + 1) ^-0.5`
- Group will stop advancing when PTSD threshold is met.
- Group will flee to nearby buildings/obstacles in opposite direction to target when PTSD threshold met. *Interrupts zeus commands, but returns to them when PTSD is low enough.
3. AI will get additional skill penalty when suppressed.
4. AI will get it’s vision reduced depend on bushes/trees nearby.
5. Players will get camouflage bonus near bushes/trees nearby.
6. % chance for AI to get additional magazine when reload (for RHS/CUP more frequent AI fire). Set to 0% by default.
7. AI will mount near stationary guns/vehicles with guns when possible.
8. Additional option for AI penalty to aim for set time when it hits player.
9. Probably something more, that I forgot by now.

3den modules - "ArmaForces - Madin AI"

Build Spawn:
Cities are dynamically filled, units are spawned only where they are needed. The whole city is filled with enemies, and fps is more than 5.
synchronize one bot from group with the module. In the module's settings adjust parameters such as the number of bots / range etc.
Bot loadouts are saved, so you can customize every unit.
Supports CBA Custom building position (fake building, 3den/VR category) to add custom spawn points.

Point Spawn:
Respawn point for AI, bots are added as the previous die.
Synchronize one unit from group with the module and set the module options.

Civilian module:
Spawn braindead civilians, that can react to gunfire and display custom animations. Automaticly spawn/despawn. Very little resources used.

Tutorial / Mission
https://drive.google.com/open?id=1vzr4KF4U1qwyERB1KaAnRuOj8ELtVEPF
Simple mission with all modules set, player immortality and "debug" to see where the units are spawned.

Just go around and see how it populates city as you come thru it.

Other modules that will appear soon:

Support module: Bots spawn with vehicle and come to a specific place. They unload the infantry, and if the vehicle has a cannon, the units are responsible for it and the drivers stay in place.

A few others modules are on the way.

Update 29.07.2019

Civilian module added

- Spawns ‘low resource taking’ civilians in specified area. Need buildings to work, supports CBA_buildingPos.
- Automatically despawn civilians when players are not present.
- Civilians ‘react’ to gunfire.
- You can use civilians presets or add own units by synchronize them with module, loadouts are also saved.

Build Spawn

- “Distance” setting replaced by visible area in 3den (@veteran29).
You need to update missions that use this module before update.
- Added ‘Activation distance’.
- Units when activated starts to patrol, instead of zerg rush players. (More options of units behaviour coming soon).
- Module can be synchronized with trigger, to specify when to spawn units.

Respawn Point


- Fixed bug that when ‘Activation Distance’ was set to -1, module will not work.
- Added ‘Buildings distance’ parameter – If any building in specified area will be destroyed, module will stop work.
- When group is set to despawn on start, they will have restored behaviour, speed and all waypoints with their type on spawn.

General

- Added ‘Plane/heli activation’ in every module, to specify if module will be activated by players in aircraft.
- Added ‘Code executed on unit spawn’ to exec own code on each unit. Passed arguments [_unit].

And probably something more, some minor fixes that I forgot by now.
Popular Discussions View All (1)
2
29 Aug, 2019 @ 6:26am
[Suggest] Support Sector (ModuleSector_F) like Spawn-AI (ModuleSpawnAI_F)
TroLLeX_
128 Comments
Merlot 14 Dec, 2023 @ 1:31pm 
any tutorial or video on HOW this works?
Dlox 19 Aug, 2023 @ 7:25pm 
Doesn't even work
3Mydlo3 2 Jun, 2023 @ 6:46am 
If something doesn't work, try MAI - DEV. It works in a similar manner and is a bit newer.
JustRyan 2 Jun, 2023 @ 4:35am 
How does this actually work? I've put down the modules, synced, but nothing happens
The_Knave 24 May, 2023 @ 12:30pm 
I have a mod where the opfor side wont respawn, any ideas on a fix? I have old missions using this faction and it works but when i use the same units with a new respawn module they dont respawn. Its very weird.
STyx2909 19 Jan, 2023 @ 5:00am 
Some inspiration from this discontinued MOD would be appreciated. ;)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=677107399
J.Dolan 18 Dec, 2022 @ 9:40am 
Support for JBad?
noumenalism 5 Aug, 2022 @ 11:37am 
Hello, I wanted to ask if it were possible to add a delay to the respawns? Thanks in advance!
Guerrila man 10 Jul, 2022 @ 11:42am 
best mod ever
Ahwama 30 May, 2022 @ 10:48am 
Hi, can u help me?, the moment the fight start, the friendly AI (team) just automatically just ungrouped and dont follow me anymore (move order still works tho) is there some solution to this? thanks