Arma 3
Drongo's Better AI Gunners
102 Comments
✦ V e d a g i ✦ 13 Jun @ 9:18pm 
Nice mod, however as someone else said, the AI reactions are truly waaayy too fast.
Delta29 14 May @ 1:07pm 
how unfortunate
Drongo  [author] 14 May @ 12:42pm 
No, land vehicles only.
Delta29 14 May @ 10:39am 
does this mod work for heli gunners? im tired of my brainless AI crewman not wanting to shoot the Apache's gun beyond 1km
Drongo  [author] 10 May @ 5:39am 
Works fine for me in vanilla. I have never played Spearhead 1944. The mod is APL-SA and people are free to make it compatible with their preferred mods.
chaosmaou 10 May @ 12:44am 
Tried using this mod in both vanilla Arma 3 and the Spearhead 1944 DLC. The mod is pretty broken, the gunner won't engage any light vehicles like APCs or half tracks with the main gun, and the gunner constantly aims at locations where targets used to be, not where they are (like AI running through bushes, gunner stays locked onto the last scene location and ignores all other units.)
fish finger 5 Apr @ 6:45pm 
i can see its been a long time since this has been updated, is there a fix for the ranging issue where the gunner engages targets but falls short, or is this an issue that will never be fixed?
LEE O C 28 Mar @ 1:43am 
seeing the word DBAG always makes me laugh ha
Komodo 28 Feb @ 4:03am 
@seashell
in vanilla, sometimes, but most of the time and in modded vics it will coax on infantry
seashell 19 Sep, 2024 @ 1:57pm 
can the ai use high explosive shells on infantry?
WOULINX 26 Aug, 2024 @ 1:09am 
can you lower the reaction of ai little bit? because it's unrealistically fast reaction as long as i see in your video.
Komodo 6 Aug, 2024 @ 6:02am 
@NorYa DBAIG seems to work best with base vanilla, Global Mobilization, Reaction Forces, and Western Sahara. SOG PF, CSLA, RHS and CUP don't work with this mod with the way they are configed
NorYa 13 Jul, 2024 @ 1:33am 
Doesn't seem to work with SOG AI.
Zorminster 5 Apr, 2024 @ 12:29pm 
This mod is great; it's wildly improved my singleplayer antistasi. I am having an issue in the Mk1 IFV w/ Rosomak Net (unsure if this is a mod or BI dlc) where my gunner refuses to just use the m240 instead of the autocannon - apparently he's bent on telling international law to shove it.
Space time 18 Jan, 2024 @ 3:03am 
and thank you for ur reply, I've been using ur air ops mod for a while, it's awesome, but I also like to fly a gunship by myself for CAS, it' would be very helpful if my AI gunner could be more useful
Space time 18 Jan, 2024 @ 2:55am 
I found the gunner doesn't use rangefinder when he is shooting, so it's hard to hit enemies for him when enemies are at some distance even I enable trace shells, especially when using coax machine gun, could you please adjust this at your convenience, there are many targets that the gunner can hit but actually don't
Drongo  [author] 18 Jan, 2024 @ 2:44am 
Only land vehicles I'm afraid. For better AI helo CAS, try my Air Ops mod.
Space time 18 Jan, 2024 @ 12:19am 
bruh, does this mod work for heli gunners? I hope this mod can be applied to both tanks and helis, because vanilla heli gunners are stupid too
Drongo  [author] 7 Jan, 2024 @ 2:35pm 
Watch the whole video.
82ndbravo 7 Jan, 2024 @ 8:01am 
must be stoned i guess, youtube video looks like all ai and get ya killed, am i missing something from video there lol
Drongo  [author] 30 Aug, 2023 @ 3:21am 
Clients need it too.
j.yellow28 29 Aug, 2023 @ 6:21pm 
dose this need to be loaded by players and server or just server is needed?
Drongo  [author] 20 Jun, 2023 @ 2:03pm 
I think that would have to be done at the config level, might be wrong though.
''BloodWhite'' subnautica 20 Jun, 2023 @ 10:58am 
and there is a mod that gives direct control of the guns to the commander ?
Ankt747 8 Jun, 2023 @ 12:13am 
@Drongo btw, there's a mod to mute commander giving directions, so you don't have to look into it.
Drongo  [author] 27 May, 2023 @ 1:23pm 
Not possible, the scripts only affect the vehicle's main gunner.
Ankt747 26 May, 2023 @ 9:10pm 
In some vehicles there are multiple guns including one controlled by commander. Is it possible to have all of them use this mod and coordinate between them to have different targets if necessary?
Drongo  [author] 15 May, 2023 @ 1:35pm 
@earth2karson
No, only ground vehicles.

@Ankt747
Not sure if it is possible to make the gunner stop speaking through script commands, might test next time I update.
Ankt747 14 May, 2023 @ 9:04am 
Is it feasible to have commander/gunner stop speaking left right stop backward forward? Also if interested make a mod where enemy AI drops launchers after using once(except small ones, like RPG-7). Like your mods btw.
earth2karson 12 May, 2023 @ 5:36pm 
do it work for heil???
Drongo  [author] 10 May, 2023 @ 6:29am 
Ah, I forgot about the RHS issue, I'll try to fix that soon. As for missiles, there are some problems with trying to make it work, but I'll look at making it a CBA option.
Runedog48 10 May, 2023 @ 3:56am 
Thank you for this mod. It's a must-have. Any chance you can make the AI able to use missiles like the TOW? If I manually select the TOW, it will switch back to the cannons if I'm in an IFV. Adding support for RHS would also be greatly appreciated. Once again, thank you.
Drongo  [author] 3 Apr, 2023 @ 6:48pm 
When this system forces fire, it changes the velocity of the bullets. So probably the gunner is engaging sometimes with vanilla AI and sometimes with this system's forced fire, that would explain different dispersion.
the_green_one009 2 Apr, 2023 @ 1:01pm 
got a weird issue with a CUP m134 humvee, the bullets are splitting into 2 groups. one shoots normally in the regular arc and spread towards the target, the other is a straight line of bullets at the ground towards the enemy but not at them.
long chin man 29 Mar, 2023 @ 11:05am 
glad to see it wasnt just me getting annoyed at how completely useless ai gunners were.
Drongo  [author] 27 Mar, 2023 @ 8:50pm 
I'll try to fix that next time I work on an update.
Tsukiyama Akihiro 26 Mar, 2023 @ 8:53pm 
Hello I like this mod. But it doesn't work on m1a1 in RHS mode. thanks if you fix it
Drongo  [author] 25 Mar, 2023 @ 2:19pm 
@Bozo
It works fine. You are just retarded.

@kim1206
No workaround, it has something to do with side relations.

@Bacon
No, only player's land vehicle gunners.
Drongo  [author] 25 Mar, 2023 @ 5:56am 
Instead of being sorry, try reading the documentation.
Bozo 25 Mar, 2023 @ 5:20am 
I dont see any changes from vanilla. Sorry.
Tsukiyama Akihiro 17 Mar, 2023 @ 10:56pm 
hi i am using this mod from kp liberation. The tank's gunner does not fire the main gun even if he sees an enemy tank. Any workaround?
Bacon 15 Mar, 2023 @ 3:54am 
dose it work for doorgunners too?
aardvark892 7 Mar, 2023 @ 11:13pm 
Now if someone could actually make the AI drive without flipping over on trees and fences.
Wyan 4 Mar, 2023 @ 8:51pm 
Yeah he kept switching back to HE.
Drongo  [author] 4 Mar, 2023 @ 5:04pm 
Did you use vanilla commands to tell him to switch to AP?
Wyan 4 Mar, 2023 @ 3:33am 
Config armor for the bmp2 was 200 and the t72 500.
Wyan 4 Mar, 2023 @ 3:28am 
Very nice mod. Tested a the cup abrams and it worked perfectly. however the CUP bradley was a different story. It was using HE on T72s and bmps.

(I'm aware it only has been tested with vanilla)
von Graf 17 Feb, 2023 @ 4:15pm 
Wow.. that's like a dream come true for me as a tank driver singleplayer. Thank you, I'll try it out asap. Until now I had to use the trick 'start/spawn as commander; then team-switch into the driver role'. Commander and gunner had to have a higher rank than you. And you had to use a 'player is always commander' tweak to get it running. So the turret AIs could fight independently but I could still give general orders to them.
Drongo  [author] 13 Feb, 2023 @ 2:01pm 
If BIS AI wants to switch to a certain weapon, it can't be prevented as far as I know.
余晖-RGBee 7 Feb, 2023 @ 8:50am 
Can you make the gunner lock on to the weapon? I changed weapons but the gunner still fucking to use coaxial fire on the enemy at 800m