Arma 3
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VcomAI Development Build
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Data Type: Mod, Server
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975.344 KB
2 Aug, 2020 @ 10:16am
12 Jun, 2021 @ 11:46pm
23 Change Notes ( view )

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VcomAI Development Build

Description
Vcom AI 3.4.1


SUBMIT BUGS HERE: https://discord.gg/Unh8976
Provide as much detail as possible

Use the GitHub page for the latest updates: https://github.com/genesis92x/VcomAI-3.0

Changes
- Reworked Artillery system. AI will take longer to sight enemies in. They will fire a few, single rounds, before firing a full barrage now
- Vehicles will drop off and support troops better
- AI will use Enhanced Movement to navigate around the world. Enhanced Movement must be enabled AND have the config option enabled
- More support for CBA settings
- AI movement reworked. Again.
- AI will suppress targets better
- AI marksmen will engage targets more effectively
- AI will utilize smoke grenades
- AI will utilize frag grenades more often
- AI will be more quick to heal themselves in battle
- AI medics will be more eager to heal friendlies (Only if they are unable to heal themselves)
- AI will utilize landmines and etc
- AI will deploy static weapons more effectively
- Optimizations
- A lot of new DEBUG code to see what the AI are doing.
- More stuff I forgot







AI Modification: Faster, Smarter, and Deadlier AI.

Vcom AI 4.0 is an AI overhaul modification (Script or Mod) that aims to change the feel of combat in a PvE environment.

What does Vcom AI 4.0 offer?

Optimizations

For starters, Vcom AI 4.0 offers a noticeable increase of performance over its older counter-part, Vcom AI 2.81.

Functions on a group based FSM system, instead of an individual AI system. Allowing for better FPS, control, and cohesion with AI.

Removed fluff and unnecessary code from Vcom AI 2.81, making the mod/script much more focused.

Customization

Use the Userconfig file to modify Vcom AI to your liking, or if CBA is running you can modify the settings in-game and on the fly.

Advanced AI Direction and Threats

-AI will clear garrisoned buildings

-AI will automatically generate waypoints for more interesting and varied combat (AI will not do this if they have certain pre-placed waypoints or more than 1 move waypoint)

-AI move dynamically from cover to cover while following waypoints

-AI will call for on-map artillery for support

-AI will call for reinforcements proportional to the enemy threat

-AI will garrison structures temporarily in combat, if able

-AI will look for nearby static weapons to man

-AI will automatically deploy/pack static weapons

-AI will use satchels to drop buildings, or setup traps for enemies

-AI will use mines to on roads, in buildings, or wherever, to stop enemy movement

-AI will change formations depending on the environment

-AI will attempt to heal themselves or others when out of combat

-AI will attempt to rearm themselves from dead bodies, vehicles, and etc when low

-AI will steal empty or unlocked vehicles

-AI have a chance to ragdoll when shot, causing them to fall over briefly

-AI have an enhanced ability to hear and respond to gunfire from a distance

-AI will respond differently from a weapon that is suppressed or not

-AI on a hold waypoint will garrison a structure indefinitely, or until provided another order

-AI, with NVGs, will be able to see your IR laser and respond accordingly. Be careful where you point that thing!

-AI can have side based/classname based skill settings.

Ease of use

Vcom AI is easy to use. Install it, throw some units down, and go. It supports AI being spawned in dynamically, so there is no worry about needing to execute the code on every freshly spawned AI.

To manage specific AI group behaviors, simply use these commands listed below.

(group this) setVariable ["VCM_NOFLANK",true]; //This command will stop the AI squad from executing advanced movement maneuvers.
(group this) setVariable ["VCM_NORESCUE",true]; //This command will stop the AI squad from responding to calls for backup.
(group this) setVariable ["VCM_TOUGHSQUAD",true]; //This command will stop the AI squad from calling for backup.
(group this) setVariable ["Vcm_Disable",true]; //This command will disable Vcom AI on a group entirely.
(group this) setVariable ["VCM_DisableForm",true]; //This command will disable AI group from changing formations.
(group this) setVariable ["VCM_Skilldisable",true]; //This command will disable an AI group from being impacted by Vcom AI skill changes.



Known Issues

-AI's with mortars will still attempt to deploy the mortar INSIDE a structure.

-You must enable -filepatching on your server/machine if you want the userconfig folder to work. Not doing this may result in an error message.

66 Comments
Him 6 Jul @ 11:07am 
Having Issues running this In warlords. It seems at giving points after an AI dies and Is to re-spawn and come back they would just vanish from game play. The AI I am speaking about are the playable ones that players can connect to from the lobby. Not sure what Is causing the problem to be honest and spent hours looking Into It cause I love the mod. Each side starts with 50 playable AI and after about 3 hours only 12 per side Is on the map.
Hitman 3 Jul @ 6:56am 
you can check mod ai "HumanBots Only AI"
Molasses 22 Jun @ 8:12pm 
Please come back
岭起 3 May @ 6:01am 
The AI is like Superman. I can't beat it. Even after unloading the mod, the effects still persist.
HappyRooster007 30 Dec, 2024 @ 10:22am 
If I wanna manage specific AI group behavior like as explained in examples of commands so (group this) is name of a group or I just can copy this command and that's all?
aunt jemichael 12 Dec, 2024 @ 5:10am 
i like this mod but ai will constantly place mines that kill teammates
Axebeard 9 Dec, 2024 @ 1:09pm 
It hasn't been updated in 3 years, I wouldn't hope for much.
J-Money 28 Oct, 2024 @ 12:37pm 
about 1/2 to 1/3 of enemy units just walk in place w this mod. anyone else?
ara419 31 Aug, 2024 @ 8:02pm 
pls add no frendly shoot pls i need too much
ANTONIDAS 23 Aug, 2024 @ 5:01pm 
Is Vcom compatible with DCO?