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"Undefined variable in expression: _eventhandlers","",16,326,"private _N = VcmAI_ActiveList findIf {_x isEqualTo _Group};
VcmAI_ActiveList deleteAt _N;
if (VCM_DebugFSM) then {diag_log (format [""%1: EXITED VCOM SCRIPTS"",_Group])};
{
_x params [""_Unit"",""_EventhandlerList""];
if (alive _Unit) then
{
{
_Unit removeEventHandler [(_x#0),(_x#1)];
} foreach _Eventhandlerlist;
};
} foreach _Eventhandlers;"
Also... with VCOM Dev, do you have a problem with AI being stuck in place?
* i know of the grass mod, but trees/bushes is the problem.
I have been combining this dev version with Lambs and DCO. Does some weird stuff, but sometimes I remove this, lambs, or dco. Basically you can swap in and out these three with interesting if sometimes unpredictable results. You need Vcom dev version to get the enemy to leave their area and mount vehicles and guns, and the others add various other nuance. At the very least, it's not rigid. There are issues with helos gaining altitude and not landing, walking through walls, and a bunch of other stuff, but the default AI is just too predictable, too quick to react, and is too good a shot.
Basically what I experienced was that my character would automatically throw one smoke grenade almost every single time I got hit by a gunshot. And once I run out of smoke grenades, my character would start throwing other kinds of grenades (chem lights, and even lethal fragmentation grenades!)
Whut? I don't understand a thing. The only version I know so far is Vcom AI V3.4, by the same author, at least according to the name. So what the hell does v2.81 suddenly have to do with anything? Wasn't it superseded by v3.4.0 a long time ago? And what is v4.0 all of a sudden? Above in the description it still says 3.4.1., so....??? And why is version 3.4.0 not mentioned at all, it is somehow between this version here and the 2.81 mentioned, or am I missing something here? Very confusing, and until light is shed on it and the reported bugs are fixed, I'm certainly not going to subscribe to it and replace a working version with ... this, whatever this is.
You might want to look into that; I had to delete the mod because of that issue.
The AI doesn't seem to be alerted by each other when enemy is spotted by one and the death of a teammate isn't seeming to alert them, either.
Guards/sentries seem to leave their area less in this version.
Bad:
Sometimes an AI pilot will not get in the aircraft until I shoot them in the leg first.
AI enemy also seems able to see through thick smoke.
I liked how they would sometimes drag each other into houses in the other one.