Arma 3
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Extended Morale System
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
54.696 KB
10 Oct, 2023 @ 6:57pm
9 Nov, 2023 @ 4:10am
2 Change Notes ( view )

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Extended Morale System

In 1 collection by Baigaman
Required mods
112 items
Description
Description
Bored of the AI always fighting to the last man, with no regard to their own safety?
This mod adds a level of realism to the AI behaviour. The AI will now flee, surrender or make a fighting retreat when morale gets too low. Surrendered enemies will also react to being fired on by running away and cowering. Make sure to handcuff any surrendered enemies as if they're left alone they might rejoin the fight.

Check out the addon settings for more information.

Features
  • New AI behaviours: fleeing, surrendering, cowering and fighting retreat
  • Surrendered units may turn hostile if not monitored or handcuffed
  • Cowering and surrendered units will flee if shot at
  • Adds cable ties to each unit. No extra scripting needed
  • Morale check is dependent on squad skill. Higher skilled squads are less likely to have negative outcomes on morale checks
  • Players can rally surrendered, cowering or fleeing allies, having them join their squad
  • Automatic cleanup of fleeing and surrendered units when no players are nearby and within line of sight
  • Works in both singleplayer and multiplayer

Requirements
CBA_A3
LAMBS Danger
ACE3 (NOTE: ACE3 is not in Required Items as many users mod their ACE3 setup. Only the captive module is required to run this addon)

Details
Okay, so you're interested in how this works.

Each AI group gets sorted into one of five skill levels depending on their general skill.
The general skill thresholds are as follows:
VLOW: less than 30
LOW: 30 to 49
NORMAL: 50 to 64
HIGH: 65 to 84
VHIGH: 85 and up

Each skill level has its own settings for morale behaviours and actions.

For example, lets look at the NORMAL skill level settings:
The default casualty threshold is set to 50%, I.E. half of the units in the group have to be killed before the group starts taking morale checks. Note that groups with a single living unit will always take morale checks, regardless of the casualty threshold.

When taking a morale check the group has a 35% chance to pass, and a 35% chance to do a fighting retreat action. This adds up to a base chance of 70% for a positive action, and the remaining 30% to take a negative action (flee or surrender). Before any action is decided upon we apply the morale debuff, so depending on how hard the group was hit their 70% chance of a positive outcome might drop quite a bit. When deciding on a negative action the distance to the nearest enemy is considered. A group is much more likely to surrender than flee if the enemy is closing in and vice versa.

After a surrender action each unit in the group has a chance to be assigned as 'potentially hostile', depending on the group skill level. If a potentially hostile unit is left alone without being handcuffed or monitored they will pick up a nearby weapon and rejoin the fight.

That's pretty much the gist of it. Most of these options can be configured in the addon settings. Let me know if anything is unclear. For a more detailed look at how stuff works check out the code at GitHub[github.com].

Other
ARMA 3 modding is just an awful time, so this mod probably won't see much in the way of updates. Feel free to do whatever you please with the codebase. Bang it, eat it, grind it up into little pieces, throw it in the river, just give me a shoutout.


GitHub repository[github.com]
Popular Discussions View All (2)
9
19 Jul, 2024 @ 8:22pm
PINNED: Bug reports
Baigaman
2
17 Oct, 2023 @ 3:24am
PINNED: Suggestions and feature requests
Baigaman
76 Comments
WhoknowsThree 15 Jun @ 8:25am 
Would there be a way to just include the ace_captive inside the mod so people dont have to go get ace and suffer
Baigaman  [author] 14 Feb @ 1:40pm 
@Jerry_Lee
Thank you!
Should probably work with the dev version if the structure is similar to the prod one. Just ignore any "missing dependency" messages.
Jerry_Lee 10 Feb @ 5:33pm 
I love this mod! Seems like the only one that works. Anyway you could make it work with the DEV version of lambs?
Baigaman  [author] 10 Feb @ 5:23am 
@YVNGCaspian901
It requires LAMBS for certain behaviours
YVNGCaspian901 4 Feb @ 7:23pm 
Is lambs really necessary or does this function w/out it (i use DCO/Soldier.fsm instead)
Baigaman  [author] 6 Aug, 2024 @ 10:57pm 
XaocuT's Show 6 Aug, 2024 @ 7:18am 
How to restrain enemies?
Baigaman  [author] 25 Jul, 2024 @ 11:10pm 
@Frosted Flake
Definitely not PIR as I run this mod myself without issue. Looking over Hors de Combat it seems to do mostly the same things as this mod so I don't see the benifit of running both.
If you've got the time I'd say try each mod and go with the one that fits your playstyle.
Yo Gabba Gabba! 25 Jul, 2024 @ 5:45pm 
It might be a conflict with PIR or Hors de Combat?
Baigaman  [author] 30 Jun, 2024 @ 9:31am 
@jayjholmes
This is most likely due to another mod. Try running only the required mods and check if you encounter the same issue.