Arma 3
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ARTIFICIAL INTELLIGENCE GROWS, LEARNS, COPIES AND HAS PERSONALITY
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15 Jul @ 7:06am
22 Jul @ 6:26pm
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ARTIFICIAL INTELLIGENCE GROWS, LEARNS, COPIES AND HAS PERSONALITY

Description
THIS MOD IS AVAILABLE IN ALL THESE BEAUTIFUL LANGUAGES


What is this MOD?
Hello, there’s a lot to explain about these scripts, so in simple words: these scripts — which are my personal favorites — make the AI learn from players, memorize their tactics, develop skills, rank up, forge friendships with teammates, and have unique personalities and behaviors that are saved between missions if the unit survives. The list is very long, and I might not be able to cover everything. BUT this is NOT a combat mod; the combat mod will be uploaded later. However, due to the soldiers’ unique personalities, combat is already affected.



⚙️FEATURES:
  • ✝Growth:
    * All AI start with a low rank.
    * Based on their actions, their personal skills improve.
    * Example: the more they reload, the faster they reload; the longer they aim, the steadier the weapon; the more hits they land, the better their aim.
    * This also applies to specialties: the more a medic heals, the faster and better they get; same with engineers, EOD, and vehicle handling.
    * Weapon usage matters too: the more they use a weapon, the better they become with it. (For more dynamics, use with my loot mod).
    * AI will rank up from Privates to Colonels and build their own lore. (Lore will be added in my future mod to talk to AI).
    * Growth is affected by equipment and situational conditions. (Personality and friendship system).
    * Killing enemies or destroying vehicles helps level up faster.
    * Friendly fire or killing allies can cause rank loss. (Impacts morale system).
    * Watching others heal or repair nearby can allow them to learn those skills.

    ✝Personality:
    * Each soldier has a unique personality affecting their battle behavior. There are over 15: brave, shy, cautious, sadistic, etc.
    * The leader’s personality directly affects the squad’s morale and development.
    * AI also have personal attitudes like burst fire preference or being more cautious — this affects the unit’s ammo consumption.
    * Cowardly or low morale units may stay back or flee if no one is watching.
    * Brave traits boost squad morale; cowardly ones can reduce it.
    * Low morale can cause units to freeze, drop weapons, turn civilian, or flee. (Close friendships may prevent this).
    * Morale is influenced by weather, lack of gear, deaths (friendly/enemy), terrain, and more.
    * A soldier’s personality may change over time or due to trauma.
    * Veteran soldiers share a portion of their skills with recruits and greatly improve morale.
    * Personality also influences how the leader commands routes or how some units prefer cover, stealth, or buildings.
    * Units will move stealthily at night (with my future smart gear mod). They will use silencers and lasers if available.
    * If a group is larger than 5 and the leader decides, they will patrol their area.
    * Units get tired, which affects combat performance. (With ACE food enabled, they’ll also need to eat).

    ✝Friendship:
    * Soldiers will form friendships with each other and the player. This affects behavior and growth.
    * Losing a friend may cause freezing or extreme aggression.
    * Friends may share growth and improve skills together.
    * Good friendship boosts morale and reduces desertion or cowardly actions.
    * Friendly fire or bad decisions can break friendships.
    * Friends tend to stay close together.

    ✝Communication:
    * Soldiers now communicate better with radios or signals.
    * Communication depends on the soldier’s leadership skill.
    * It affects movement and tactics.
    * If radios are lost, jammed, or ignored, leaders will whistle or shout.

    ✝Learning:
    * AI will now learn from player tactics and try to copy them.
    * For example: if they observe effective CQB or flanking, they will attempt to replicate it.

    ✝Memory:
    * The mod includes a save system. If a unit survives, their progress is saved for future missions.
    * A soldier who performed well with a weapon may return using it in a future scenario (like spawning from Zeus).
    * The chance to return depends on survival, name, role, and faction.
    * If they die, all progress is lost.

IMPORTANT
I HAVE NO IDEA if this works with other AI mods. Everything I’m doing is for my own big AI mod. It might work. Might not. Who knows.



Final Notes
This is my favorite mod of all I've created. I hope you enjoy it. And for Germans who enjoy digging into personal info — enjoy your Discord ban.

SHARING IS LIVING!
77 Comments
bushcrab 10 hours ago 
two questions if you don't mind

1. will any of these mods have any positive effect on AI vehicles

2. will each mod come out weekly or just when your finished with the mod
天使  [author] 14 hours ago 
1. AI has complete and intelligent equipment according to its role, compatible with KAT and ACE

2. AI complete combat system (This is very extensive)

3. AI drops smoke and flares on enemy locations

4. AI calls for reinforcements

5. Lore for long campaigns using AAN as a bulletin board

6. AI saves fallen soldiers; I posted it here as compensation for the week without noticing the error

7. AI talks to you and has conversations (I'm using sounds from Tom Clancy's End War very strenuously)

8. AI talks to you and gives you recommendations (It analyzes your gameplay and gives you advice based on that)

9. AI full performance system

10. Living and responsive world (For example, shooting cisterns will make water fall, shooting barrels will make them explode, shooting gas pipes will release gas that can kill you or explode, etc.) etc.)

11.- Combat environment (Gunfire and sounds in the distance, tracers, planes fighting in the sky, explosions in the clouds, etc.)

12.- Revive OPEX
bushcrab 14 hours ago 
can you tell me what other AI mods you are working on i'm am so excited to see the next AI mod you post
天使  [author] 14 hours ago 
Solved, I have defined the variable, it seems that I was error with troops already predisposed on the map.
mk123 15 hours ago 
now im getting another error:


{
if ((_personality == _x#0 && |# |_otherpersonality == _x#1) ||

Error undefined variable in expression: _otherpersonality
File Experiencia\scripts\Amistad.sqf..., line 71



it happened to me when i loaded my saved scenario without starting it, still didn't tested it after the experiencia.sqf fix, I just came here to report that, despite that, I Really appreciate your determination to fix it:steamthumbsup:
天使  [author] 15 hours ago 
In fact, I recommend leaving about 20 or 30 troops from different teams about 100 meters apart and just watching the mod in action. I have a lot of fun just watching the combat.
天使  [author] 15 hours ago 
In fact, I recommend that to try everything the script says, they simply leave about 20 still soldiers on the map and can see how they begin to interact alone.

I ask for a thousand again and an apology for the inconvenience, this version must be 100% functional, apologize that it has not noticed such an obvious error, I was so focused on raising it that I forgot to accommodate something so basic in the Init.

As compensation I have put a unique script that I planned to get later, which is that the units can rescue their fallen friends.
天使  [author] 15 hours ago 
Fixed, I forgot to remove the line for a future mod so that units are equipped with ACE and KAT items 😅
mk123 15 hours ago 
yeah im having the same Equipamento.sqf not found error
Pip228 15 hours ago 
There is "Script Experiencia/scripts/Equipamento.sqf not found" error now, xD