Arma 3
Vcom AI V3.4.0
Gabe 29 Oct, 2018 @ 7:25pm
Vcom AI in Zeus
Is Vcom AI usable and does not conflict with the waypoint system/controlability of the player in Zeus? How can I enchance the experience with Zeus and Vcom AI?
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VileAce 5 Mar, 2019 @ 1:40pm 
I know this is an older question but I thought I would add my answer so that it might help other players/Zeus.

I add my own custom modules to Achilles that set the various VCOM variables such as: "setVariable ["VCM_TOUGHSQUAD",true]" or "setVariable ["Vcm_Disable",true]" the various variables are listed in the mod description. This way I can turn off various features on groups or individuals. Add this code to you initPlayerLocal.sqf or create one if it does not exist. The code is commented to help explain what it does.

//------------------- Add Achilles Module
if (!isNull (getAssignedCuratorLogic player) && {isClass (configFile >> "CfgPatches" >> "achilles_modules_f_achilles")}) then
{
["VCOM", "Disable VCOM", //Top level module category in Zeus, module name
{
// Get all the passed parameters
params [["_position", [0,0,0], [[]], 3], ["_objectUnderCursor", objNull, [objNull]]];

// We check if there is a object under the cursor or not,
// If the object under cursor is null (nothing was selected), then prompt the user to select object(s) by calling Achilles_fnc_SelectUnits.
// But if the module had been placed upon an object, then return that object surrounded by brackets (add it to an array).
private _selectedObjects = if (isNull _objectUnderCursor) then
{
["Objects"] call Achilles_fnc_SelectUnits;
}
else
{
[_objectUnderCursor];
};

// If the selection was canceled, exit the script to prevent any issues and errors.
if (isNil "_selectedObjects") exitWith {};

// If the selection is empty, also exit, but with a message.
// Side note: using isEqualTo [] is faster than count _selectedObjects == 0. So always try to improve performance when ever possible.
if (_selectedObjects isEqualTo []) exitWith
{
// This is only from 0.1.0 update and higher! Use old Ares_fnc_ShowZeusMessage and playSound "FD_Start_F" if below that version! Syntax is the same.
// Show the message to the Curator.
["No object was selected!"] call Achilles_fnc_showZeusErrorMessage;
};

// If everything went good, then log the variables.
systemChat format ["Position: %1 and Selected objects: %2", _position, _selectedObjects];
(group _selectedObjects) setVariable ["Vcm_Disable",true]; //Change this variable for each module you create
}] call Ares_fnc_RegisterCustomModule;
};
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