Arma 3
VcomAI Development Build
66 Comments
Him 6 Jul @ 11:07am 
Having Issues running this In warlords. It seems at giving points after an AI dies and Is to re-spawn and come back they would just vanish from game play. The AI I am speaking about are the playable ones that players can connect to from the lobby. Not sure what Is causing the problem to be honest and spent hours looking Into It cause I love the mod. Each side starts with 50 playable AI and after about 3 hours only 12 per side Is on the map.
Hitman 3 Jul @ 6:56am 
you can check mod ai "HumanBots Only AI"
Molasses 22 Jun @ 8:12pm 
Please come back
岭起 3 May @ 6:01am 
The AI is like Superman. I can't beat it. Even after unloading the mod, the effects still persist.
HappyRooster007 30 Dec, 2024 @ 10:22am 
If I wanna manage specific AI group behavior like as explained in examples of commands so (group this) is name of a group or I just can copy this command and that's all?
aunt jemichael 12 Dec, 2024 @ 5:10am 
i like this mod but ai will constantly place mines that kill teammates
Axebeard 9 Dec, 2024 @ 1:09pm 
It hasn't been updated in 3 years, I wouldn't hope for much.
J-Money 28 Oct, 2024 @ 12:37pm 
about 1/2 to 1/3 of enemy units just walk in place w this mod. anyone else?
ara419 31 Aug, 2024 @ 8:02pm 
pls add no frendly shoot pls i need too much
ANTONIDAS 23 Aug, 2024 @ 5:01pm 
Is Vcom compatible with DCO?
Flightborn 6 Aug, 2024 @ 3:41am 
Hi there, I'd really love to implement your mod to my linux server but it seems the path is hardcoded for windows steam arma version.. is there a work around to override this? Thank!
r0dx864 22 Apr, 2024 @ 12:41pm 
getting the following error:
"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;"
Cypher 24 Mar, 2024 @ 6:04pm 
Tested regular build and dev build with filePatching enabled on the server. Enemies were not stuck. But the smoke throwing was also still not stopped...
Cypher 24 Mar, 2024 @ 5:14pm 
And I don't recall the AI being stuck in place but it's been a long time since I tested the Dev build. About to test the regular one first, will let you know if I notice that behavior.
Cypher 24 Mar, 2024 @ 5:13pm 
@J-Money thank you for the tip! Will that work on the main VCOM branch as well or is that only fixed in this Dev build? I guess I can test for myself XD lol
J-Money 11 Jan, 2024 @ 2:14am 
@Cypher, yo Cypher, make sure you enable "FilePatching", I read on VCOm 3.4.1 that it needs to be enabled for the config changes to take effect.

Also... with VCOM Dev, do you have a problem with AI being stuck in place?
Cypher 21 Dec, 2023 @ 9:55am 
Anyone know if this version fixes the AI Throw Smoke chance? Main version has an issue where setting smoke throwing to 0 does nothing and AI still use them.
Buffalo SoulJah 8 Dec, 2023 @ 2:05pm 
How can i get this to work in Single player/Scenario's or at all? I subscribed and its enabled in the "add ons" but the squads I add in just stand there like before. They still react if shot at, but no actions like described in the mod. *fingers crossed*
J-Money 5 Nov, 2023 @ 9:06pm 
Anybody have a fix for AI seeing through bushes?

* i know of the grass mod, but trees/bushes is the problem.
Reticuli 17 Aug, 2023 @ 11:41am 
How do I keep my character I'm playing from barking orders? Is that just how VCOM works, by issuing orders? How do I keep my character I'm playing from barking orders? Is that just how VCOM works, by issuing orders? BTW, Lambs is the only AI that I've found to both not mess up ACE medical & injury detection and is pretty easy on framerates.
Illu 6 Aug, 2023 @ 11:44pm 
turn on debug @Harldog
Harldog 2 Aug, 2023 @ 10:48pm 
I'm using this mod in SP. How can I tell if it's working? Loaded it with the rest of the mods, don't see any difference.
Reticuli 31 Jul, 2023 @ 12:28am 
@LuizBarros99 Yep.
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.
LuizBarros99 3 Jul, 2023 @ 1:28pm 
I wonder if the 3.4 grenade spam bug that @Reticuli was talking about was the same that I experienced, because I never went after finding out what was really causing that bug.

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!)
Rumbero ☸ 7 May, 2023 @ 8:07am 
Thank you for this work! we're testing it! :steamthumbsup:
KENIXII 25 Mar, 2023 @ 8:48am 
is this compat with lambs dev and ace?
Trooper325i 14 Mar, 2023 @ 8:31am 
Ive used previous version of vcomai and its actually more immersive than the vanilla ai that doesnt even spot you properly. Looking fwd to trying this out
Peasant_Heist 24 Nov, 2022 @ 6:36pm 
@mjdecker123 vanilla AI is pretty bad so yeah this or the other AI mods on the workshop
mjdecker123 29 Oct, 2022 @ 9:27pm 
New to the game, is this worth a download?
rhammer2003 31 Jul, 2022 @ 4:40pm 
is there a working discord channel for this mod?
Darío 21 Jul, 2022 @ 12:25pm 
AI is using ace animations /: (they get stuck in a static pose)
DavidB49 19 Jul, 2022 @ 7:51pm 
I just recently began exploring the Random Infantry Skirmish (RIS) mods for single player. I was fairly satisfied with the concept. But when I installed VcomAI Development Build the AI became brutal. It was just as intense (or perhaps more so) than KOH online.
Reticuli 18 Jul, 2022 @ 10:57pm 
This dev build seems more subtle in many ways than 3.4, while still doing goofy stuff with embarking/disembarking. It doesn't have 3.4's CQB issue where you will panic and start spamming all your grenades, smoke, and chem lights, even preventing you from firing your gun, which is very annoying. The only solution I've found to that unfortunately is either disabling Vcom 3.4 completely or not carrying any grenades. This Vcom dev build or AAS plus AI Driving Control, AI It's a machine gun, MCC, Advanced AI command, and foxMod AI tweaks seem to work reasonably well together that I can tell and without the 3.4 spamming. This dev build seems to have smarter and more aggressive AI than AAS, but there's the embarking/disembarking stuff. So, trade offs either way. The aggression does offset some of the outright blindness that Dynamic Camo causes, though.
Darío 8 Jul, 2022 @ 9:13am 
The enemy still use enhanced movement?
Reticuli 26 Jun, 2022 @ 8:05pm 
Don't use bCombat if you're using ACE since it messes up ACE injury detection, and mixing AI mods can do bad stuff, like cause you to spam grenades or your dudes to become stupid... results vary.
☠ Kibbe_Surdo ☠ 26 May, 2022 @ 6:56pm 
Jello, O know they all mess with AI but can i use lambs and bcombat at the same time ? thanks in advance ?
Woozle 24 May, 2022 @ 2:24pm 
how do I keep the AI from just shooting me instnatly?
白给很快乐 29 Mar, 2022 @ 4:39am 
When I encounter the new version, my FPS number decreases significantly. Can you solve this problem?
ᗷᑌᒪᗩᗰᗩTᗩRI 15 Mar, 2022 @ 1:16am 
"Vcom AI 3.4.1, What does Vcom AI 4.0 offer? (Huh?), Removed fluff and unnecessary code from Vcom AI 2.81"

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.
Avibird 5 Jan, 2022 @ 3:33pm 
hello I use Vcom 3.4 and have no issues with the mod. I just updated to the new version 3.41 and get a shit lot of error messages from the debug console with a noticeable dip in FPS when testing the this updated mod.
automatiik 27 Nov, 2021 @ 11:59pm 
@Machine how could you think that would work? do you even understand how structured the campaign is?
betito123 24 Oct, 2021 @ 5:04pm 
What does the "general" skill setting does for the AI in the CBA settings?
Greg 17 Oct, 2021 @ 6:11pm 
I did some recon around and in Georgetown first time with this mod. Man oh man! How nice it was to see how they did actually cover each other when moving in this dense urban area. They seem to get lost less frequently and that's a big plus for me. I didn't do much convoys yet but driving seems ok too. I will test this next time. Ah and later in game they stopped listening to regroup order for some reason. Not sure if it's this mod's fault though. Thanks for your hard work on this mod! Keep it up!
Machine 25 Sep, 2021 @ 12:00am 
I have tried this mod and found during the campaign missions that a friendly AI team member would stop in place at some point during the mission. Sometimes at the beginning or sometimes later in the mission.

You might want to look into that; I had to delete the mod because of that issue.
Reticuli 22 Sep, 2021 @ 11:46am 
Bad:
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.
Reticuli 21 Sep, 2021 @ 6:53pm 
Good:
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.
Reticuli 14 Sep, 2021 @ 5:09pm 
I noticed that the old Vcom 3.4 would seem to cause guards/sentries to leave their area or person they're protecting and just come after other forces aggressively. That would make them easier to take out and then I'd just stroll on into the compound afterwards. It's harder when they just defend vanilla a location or HVT, and only LAMBS and MCC seem to really improve anything without getting rid of the default defensive intelligence. Certainly there should be at least half the adversaries staying behind and not going after me.
chrystales 9 Sep, 2021 @ 12:57am 
Disabling VCOM skills don't work. AI spawned by zeus and/or at mission start will still have their skills adjusted.
Juan 5 Sep, 2021 @ 3:38am 
Hi: Please fix the smoke grenades problem, is not that it is annoying; It simply makes it impossible for various types of missions to play and shadows all the other good and perfect aspects of this mode. Thanks a lot.
Xandor 27 Aug, 2021 @ 3:25pm 
Is there away to blacklist the mines