Arma 3
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[AI] Vicinity Info Share
   
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
41.486 KB
13 Jan, 2024 @ 8:40pm
20 Jan, 2024 @ 10:05pm
8 Change Notes ( view )

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[AI] Vicinity Info Share

Description
General
Provide a dynamic, configurable, automatic solution to hostile information sharing among nearby groups. Full multiplayer support. Generally makes the game more difficult but more real.
Function
When there’s enemy detected, a group will share hostile information with nearby friendly groups automatically. If a group has relocated, his nearby groups change accordingly. Units or groups created by Zeus or scripts are subject to this mod automatically.
Mechanism

A VIS-enabled group will share hostile information with friendly groups who're within his sharing distance. However, if the distance of a friendly group to the shared enemy target exceeds the receiver group's reaction distance, the information will be filtered out. Check out the video for explanation with actual in-game effects.
How to use
Auto
Open addon settings and check the corresponding checkbox for each side whose groups are expected to share info with nearby groups.
Manual
  • To enable VIS on specified groups at anytime during a mission, execute
    [grp1, grp2, grp3, ...] spawn vis_VisApp;
    where grp1, grp2 ,grp3, ... are variable names of those groups you expect to have VIS enabled.
  • Add one or more groups into sender blacklist:
    [grp1, grp2, ...] spawn vis_blacklist_s_add;
    Remove one or more groups into sender blacklist:
    [grp1, grp2, ...] spawn vis_blacklist_s_del;
  • Add one or more groups into receiver blacklist:
    [grp1, grp2, ...] spawn vis_blacklist_r_add;
    Remove one or more groups into receiver blacklist:
    [grp1, grp2, ...] spawn vis_blacklist_r_del;
  • Add one or more units into whitelist:
    [unit1, unit2, ...] spawn vis_whitelist_add;
    Remove one or more untis into receiver whitelist:
    [unit1, unit2, ...] spawn vis_whitelist_del;
    Units in whitelist won’t be shared.
  • Invoking these functions repeatedly on groups who are already in or not in blacklist/whitelist will not cause any problem.
Configuration
Parameters such as distance, time interval, are configured in Addon Settings with clear variable explanations. Check out the video for actual in-game examples.
Important Update Notes
  • Since version 1.2.4, a Delay feature has been added, which requires a group to survive a period of time before successfully sending the information. The delay time for each side can be configured in addon settings.
Known Bugs & Issues
A player-leading group cannot send information to other groups nearby, but can receive information from nearby groups. Fixed since version 1.1.0.
Future Plan
Multiplayer support. Implemented since version 1.2.0.
Popular Discussions View All (2)
5
22 Jan, 2024 @ 4:12pm
Suggestions
R. Gonzalez
0
14 Jan, 2024 @ 9:48am
Bug Report
LegendWood
35 Comments
Bendy 15 Jan @ 2:06am 
@Spuds, it works, just tested. You need to wait 10 seconds though before your other groups get info shared with them. That is on default settings, under "Restart Interval", is set to 10. Reduce it to 3 if you want quicker sharing.
Seni 3 Dec, 2024 @ 10:09am 
is this compatible with ASR?
Spuds 2 Dec, 2024 @ 4:06am 
Cant tell if im doing something wrong or if a recent game update potentially broke this mod. but i have two squads of independent soldiers patrolling somewhat close to eachother (within 300m). i have this mod enabled and the independent checkbox checked in the addon settings and the ranges are set accordingly. however, if group 1 comes into contact with a hostile group, group 2 just keeps patrolling despite absolutely being within range to know about the hostile group. any thoughts on why this is?
Teamson 18 Nov, 2024 @ 12:08pm 
is this compatible with bcombat? Anyone? :D
HazmatGamer 1 Nov, 2024 @ 8:24am 
This mod make scenarios a lot more realistic.The entire map populations will hunt you,find you,and kill you.
Rylie<3Damian 1 Sep, 2024 @ 10:09pm 
@komodo lambs already has it
Komodo 9 Jul, 2024 @ 10:05am 
hi LegendWood
is it compatible with AI enhancement mods like LAMBS?
ty
LegendWood  [author] 31 Jan, 2024 @ 9:56pm 
@MSFMiller
I didn't take headless clients into account during the development. If I figure out how the headless clients work, I'll update it.
MSFMiller 31 Jan, 2024 @ 12:32pm 
I should add that I only tested it in Antistasi Ultimate, don't know about the other versions.
MSFMiller 31 Jan, 2024 @ 12:31pm 
It seems to be conflicting in some way with Antistasi's headless client system. Turned on the mod and when I check the AI Load info no AI are transferred to the headless clients, but with the mod off they transfer over.