Arma 3
DCO Vehicle.FSM - Vehicle AI Enhancement (No longer updated)
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Update: 7 Apr, 2022 @ 10:50am

BugFixes:
1) Zero divisor on calculating courage.
2) Undefined AT-capacity.

Added features:
1) editor settings for quick reaction: "switch off", "Move away only", "face enemy, reverse and fire".
2) editor checkBox setting to exclude all player-groups from the FSM.
3) When taking dammage vehicles will try to face the enemy who shot and fire back.
3) RPT logging has been drastically reduced.
4) All rpt logs now contain a signature showing mod name and version.
5) Functions are declared only when in a mission, this improves greatly the load-time when starting up the game.

Update: 6 Apr, 2022 @ 1:52pm

Quick-reaction added, causes the vehicle to face the enemy and fire (for armored vehicles), and get moving to closest hidden position for both armor and cars.
Terrain-scanner framework has been added, can be seen when selecting groups.
LOS-light function added, increasing speed of execution by 10x.
Restructured the content from a FSM file to a regular .sqf script-file.

Update: 6 Apr, 2022 @ 12:09pm

reverted to previous update, current has a unidentified error

Update: 6 Apr, 2022 @ 11:55am

Quick-reaction added, causes the vehicle to face the enemy and fire (for armored vehicles), and get moving to closest hidden position for both armor and cars.
Terrain-scanner framework has been added, can be seen when selecting groups.
LOS-light function added, increasing speed of execution by 10x.

Update: 8 Mar, 2022 @ 6:45pm

Author: Tally
-excluded cfgVehicles && cfg3den hoping to fix init-issue

Update: 8 Mar, 2022 @ 6:37pm

Author: _David.

- Added inbuilt support for 3CB Factions
- Added inbuilt support for BAF Vehicles
- Added inbuilt support for Hellenic Armed Forces
- Added new AAA vehicle category




(revised && compiled by Tally)

Update: 7 Mar, 2022 @ 5:54pm

1) Revised GetVehicleType function (_Davids contribution + moddedVeh-arr).
2) Fixed 0 courage-bug on squadLeader
3) Added 6 variables representing arrays containing modded vehicles:

modUnarmedCarCfgs = ["MyModdedUnarmedCar_CfgName"];
modArmedCarCfgs = ["MyModdedArmedCar_CfgName"];
modLightArmorCfgs = ["MyModdedAPC_CfgName"];
modHeavyArmorCfgs = ["MyModdedTank_CfgName"];
modUnarmedChopperCfgs = ["MyModdedUnarmedChopper_CfgName"];
modLightChopperCfgs = ["MyModdedArmed_TransportHeli_CfgName"];
modHeavyChopperCfgs = ["MyModdedAttackChopper_CfgName"];


BIG thanks to _David for adding theese CFG names and re-writing the function to fit them

Update: 2 Mar, 2022 @ 9:37pm

Added courage multiplier, and CBA checkBox for said multiplier.
The courage skill of squadLeader affects how likely the vehicle is to push / hide from the enemy.
If the original squadLeader dies then the average courage of the remaining units become the factor.
(Personality now matters)

Added Global aggression slider. The higher the value the more likely armed vehicles are to push their enemy (and vice versa).
Can be toggeled on and off in addon-settings.

Update: 2 Mar, 2022 @ 11:51am

Added new config options:
1) Disable hiding globally.
2) Disable flanking globally.
3) Disable pushing globally.
4) Courage slider (increase / decrease to affect behaviour).
5) Disable group reset (might help compatibility with other AI mods working at the same time).

Update: 1 Mar, 2022 @ 11:08pm

Seems that binarizing while packing the addon will cause CFG functions to fail. I repacked it without binarizing and it now should work, being signed and included a keys folder in the mod folder