Arma 3
ARTIFICIAL INTELLIGENCE LOOTS AND SEARCHES FOR AMMUNITION
90 Comments
Lucicain 3 hours ago 
goooooooood!!!!!!!!!!!!!!
天使  [author] 15 Jul @ 7:54am 
no only AI
HBAOplus 14 Jul @ 7:26pm 
Does the auto loot feature also applied on human players? I just saw something strange, when I came closed to a dead body, his magazines were already been transfered to my inventory.
DMZ 9 Jul @ 10:56am 
天使  [author] 8 Jul @ 12:34am 
@DMZ
I don't know how that is done, I thought it was already compatible with multiplayer, we used several people
Quack 7 Jul @ 4:28pm 
Good work!
DMZ 5 Jul @ 7:54am 
Please sign this mod for multiplayer use!
Temon 3 Jul @ 8:58am 
天使, first of all, thanks for the mod, really good idea. But need some improvements.
AI starting to search for weapons and equipment only when he out of magazines. But if there is a body with AT launcher and helmet nearby and AI needs for that, nothing he will do until he's ammo ends. Can you, please, fix that?
天使  [author] 2 Jul @ 8:12pm 
omg....I now remember why I left this mod thing so many years ago.
KSI - Vril Of It 2 Jul @ 11:21am 
The AI dont go into careless mode randomly, crouch mode randomly, change walk speed randomly or changes the rules of engagement to forced hold fire or similar randomly anymore?
天使  [author] 1 Jul @ 1:54pm 
All the bugs you mentioned these days have now been fixed.

The fixed script was tested by 87 people for two days on a dedicated server.
scomkos 1 Jul @ 4:02am 
Vianna, Perdón. Eres la chica más hermosa que he visto en Internet. ¡Te deseo felicidad!
天使  [author] 30 Jun @ 4:37pm 
@scomkos im mexican....
天使  [author] 29 Jun @ 7:52pm 
Sorry, my brother needs gallbladder surgery and I'm not feeling well.
HappyRooster007 29 Jun @ 2:56pm 
@Ho Chi Minh (author)
You shoul'd be glad that you have some feedback about issues from users and you write "don't use it?" Come on, guy...
天使  [author] 29 Jun @ 11:19am 
Well, don't use it.
KSI - Vril Of It 29 Jun @ 3:59am 
Issues with the mod:
Mod keeps screwing with the AI combat mode
Mod keeps screwing with the AI rules of engagement
Mod keeps screwing with the AI stances
Mod keeps screwing with AI speed
Please fix these issues, as far as I know, another mod, "Ravage", has NOT had to do anything like the above or similar to achieve its AI looting functionality. I cannot use this mod for ops because the AI keeps becoming incredibly stupid.
spale69 28 Jun @ 11:29am 
As for performance, and if you switch to CBA dependency, maybe it is worthy at least to check/compare how CBA's CBA_fnc_waitAndExecute / CBA_fnc_waitUntilAndExecute will work instead of spawn (those two CBA func's execute with timer and/or condition and in unscheduled enviro).
spale69 28 Jun @ 11:25am 
Another suggestion, I am not sure about this one, but maybe you guys check...I see you are using "EntityCreated" mission handler. Please check the BI Wiki for that handler and the text in orange box about copying locally spawned (for example server) units to remote (when handed over to the client or hc). I do not have much experience with this particular handler, but the comment says "before variable namespace is copied to remote respawning entity". And you may potentially have problems with that ""IA_Buscando" variable set in unit's namespace.

I hope you don't mind for all these comments and suggestions. It looks very good, otherwise I would not write you! Take care and keep the good work!
spale69 28 Jun @ 11:25am 
Then...for the performance ... put the parameter to choose at least side on which the looped code and event handler will "fire". That may reduce the perf. impact. Another suggestion is to expose through CBA menu params also what you want AIs to search and replace/rearm....for example only rifles and ammo, or more. It gives much more flexibility. Also be aware that "allDeadMen" select will probably fail in some cases with ACE. You know that very popular mod is using its own medic and uncon system where hm...it is a bit hazy to define who is dead and how much ;)
spale69 28 Jun @ 11:24am 
Hi...and thank you very much on this nice mod! I just took a look. I hope you don't mind if I give you few suggestions. First of all, the main loop is executed on allUnits...and check is made on "Fired" event. And then all done through looping. For small amount of units - depending on user's performance and hardware - it is ok. But checking "Fired" on allUnits in scheduled environment (spawn...) is really not good performance practice. I would suggest you couple of things: most important is to make this configurable! Through binding to CBA menu. For example, search for dead bodies is hardcoded to 30 m. Why not make this parameter.
GogglezDoNuffin 28 Jun @ 7:20am 
According to tags, this is server side only mod, right?
scomkos 28 Jun @ 1:51am 
Vianna! Hola, hermosa enfermera! Me gustó mucho Su imagen (YouTube), ayer con mi sobrina estaba viajando por España a través de Google Maps, ¡realmente nos gustaron los pequeños pueblos de su país! Y usted es hermoso y su país. Permítame quitarle el sombrero y besar su mano, hermosa señora, con gran respeto por usted Oleg, Rusia, Moscú. Ven a visitarnos a través de Google, mi casa está en bosques de pinos y arroyos, ¡y ni siquiera tenemos osos! PS. En YouTube ahora no puedo entrar desde Rusia, escribo aquí. ¡Disfruta traduciendo tus Canciones al español, hermosas Canciones! Escribió esta carta a través de un traductor, probablemente, para Leer divertido..
天使  [author] 27 Jun @ 2:42pm 
Please tell me what mods you are using, as it seems to be incompatible with some mods and I need to check it.
Christian 27 Jun @ 2:37pm 
Hey love the mod however i have been experiencing a few issues, 1. When my ai team members are out of ammo and they grab new ammunition they hold fire and. Ever go back to shooting even after telling them to open fire. 2nd if you give them orders to move, they will move but they won’t shoot after. I’m not sure if the 2nd one is due to a mod of mine but just wanted to say it if it wasn’t. Regardless I love this mod and can’t wait to see what else comes
天使  [author] 27 Jun @ 11:30am 
Ok, I'll check it out. Unfortunately, I can't test every mod out there, but I'll take the time over the weekend to review all the mods I've been told have bugs so I can update it.
PyroNage 27 Jun @ 11:25am 
I subscribed for the first time this morning. To test your theory, I unsubscribed and re-subscribed, and started a new scenario. Your mod does work, as Vanilla and RHS units do attack me, but it appears that Project OPFOR causes issues, so you may want to label it as incompatible (Project OPFOR was last updated in 2019 so I am not surprised.) Just wanted to give you a heads up, really neat mod you've managed to make. Thank you!
天使  [author] 27 Jun @ 11:07am 
I fixed that yesterday, unsubscribe and resubscribe and update your scenario since it keeps the cache from the previous version of the mod
PyroNage 27 Jun @ 10:59am 
Hello, I wanted to inform you of something weird I noticed.
I Have an ALiVE scenario, and while using Project Opfor units spawned by ALiVE, the units did not want to attack neither the player nor factions that are enemies to them.
I confirmed through hints that the enemies were enemies with the "getFriend" command that returned the value 0.
The enemies would voice line at me, and aim at me, but never fired. The only way I got them to fire was if I went to the unit on ZEUS and ran the commands:
_this enableAI "TARGET";
_this enableAI "AUTOTARGET";
_this enableAI "AUTOCOMBAT";
_this setCombatMode "RED"; // engage at will
_this setBehaviour "COMBAT";
_this doFire player;
Your mod was working as when I shot a unit, their squadmates looted the RPG and ammo off of them, but I did confirm that all of the enemies had at least 3 magazines, so they were not out of ammo.

Lastly, I ran the same exact mission with your mod disabled and the enemies started firing on me and their enemies.
天使  [author] 26 Jun @ 6:23pm 
@dingtian肉
好的,我想我知道它是什么,我会检查一下。
dingtian肉 26 Jun @ 5:51pm 
你好,好像有点小bug在战役模式里面我会总自动发命令让队友ai停火,不晓得是为什么,我命令开火又自动停火了
Bax 26 Jun @ 5:37am 
Man, just from the description this is super awesome!
ErndawG 26 Jun @ 4:54am 
In Antistasi Unlimited, the civilians pick up weapons after battles.
TrashPandaWizard 26 Jun @ 3:52am 
Are these mods that you made compatible with LAMBS?
StraX 25 Jun @ 9:35pm 
@天使 my group AI when they facing a fight when one of my time has no ammo they go hold fire they wait for the guy to reamo then resume to auto combat again.
Kick Blitz 25 Jun @ 5:17pm 
Thanks for the reply and answers.

I only ask because from a mission makers perspective it might make it hard for players to tell who is who if they are wearing the same helmets and vests.

But I understand why you haven't make a BL/WL feature.

Thank you very much!
天使  [author] 25 Jun @ 4:06pm 
Update:
Errors were corrected that in very specific mods the AI ​​did not attack.

AI can already loot "certain" ammunition boxes and "certain" vehicles

All missing languages ​​were added to the description.
adi 25 Jun @ 3:51pm 
thank you for the quick reply and great to hear. i'm happy to see actually functional mods :) i wish you luck and hope to see more from you
天使  [author] 25 Jun @ 3:43pm 
It's fully compatible, in fact I designed it while playing antistasis
adi 25 Jun @ 3:41pm 
would this perchance be compatible with mods like Antistasi/Liberation?
天使  [author] 25 Jun @ 3:23pm 
@HappyRooster007
They told me exactly that in the morning, I corrected it and I'm just uploading the update with the correction.
天使  [author] 25 Jun @ 3:08pm 
@Kick Blitz
I could make a blacklist system but it would be very cumbersome, as such if it is in the midst of a battle and you run out of bullets and you have a close weapon and ammunition I doubt much that you get down that you do not grab it yet that it costs your life.
HappyRooster007 25 Jun @ 3:07pm 
This mod causes issues with MBT's. You can't reload or you don't have other ammo. You only have APFSDS rounds, but missing HEAT or HE. Also this mod causes issues with another mods like RHS where crew from MBT's are turn out and don't reacting in any cases.
Kick Blitz 25 Jun @ 2:09pm 
Can you adjust what equipment and equipment types the AI can loot in addon/mission settings?such as a blacklist or whitelist?

For example if the Mission maker only wanted them to loot weapons and helmets, but not vests?
Or only AK-47s and not M4A1s
Or only non-tracer magazines?

Sorry if this a bit much, this mod looks fantastic either way, great work!
天使  [author] 25 Jun @ 11:35am 
I have no idea. This isn't designed for that kind of mod.
Onni 25 Jun @ 11:32am 
does this work with zombie mods or are the zombies finding loot too?
pixel_de 25 Jun @ 8:07am 
stark!
Lufian 25 Jun @ 5:45am 
Hey 天使 , would you be able to sign and key your mods? I don't mind helping you with it if you don't know how
Ember_Noire.OG 25 Jun @ 5:03am 
I would love to see if the AI can loot boxes and such, and actively search for potential stashes.
Lufian 24 Jun @ 1:28pm 
Oh okay, that's pretty cool. No rush really, take your time :)