Arma 3
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RNG AI
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Data Type: Mod, Server
Mod Type: Character, Mechanics
Taille du fichier
Publié le
Mis à jour le
27.059 KB
19 janv. 2023 à 9h22
15 mars 2023 à 9h18
3 notes de changement ( voir )

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RNG AI

Description
RNG AI - (Run and Gun AI)

---This mod is work in progress, but is playable to some extent.---

Main Features
  • This mod is aimed to make the AI more "arcade-ish" in combat situation, by increasing their mobility, but still may add challenge depending on difficulty settings.
  • The AI is more aggressive to advance and has ability to move while shooting, like moving sideways and still keep heading to the target ( that the vanilla AI doesn't do).
  • The main focus is on the AI movement on combat situations, and doesn't interfere with large scale maneuvers/tactics and such.
  • AI seeks cover more quickly when suppressed.
  • Main focus is on short distance combat and may degenerate the AI a little bit on long distance fire fights.
  • Mainly designed on more non-sim/arcade style shootinging missions, and MP game modes like TDM etc.


Isn't suitable for all situations and may break some missions (like Antistasi), as the script pretty much overtakes the control of the AI.

Skill and accuracy settings from game options affect the AI:
Recomended to keep to skill on max and accuracy depending what you like

Can be turned off from CBA mod menu or with commands:
RNG_off=true; (global) _unit setvariable ["RNG_disabled",true,true]; (per unit)

It has bugs, and it's still quite experimental and it's not designed to improve the AI on all levels, so don't expect miracles.

Known issues:
- AI spinning around quickly, and has super quick reaction sometimes
- May walk through walls and buildings sometimes (but so does to vanilla AI do)
- AI more prone to friendly fire
- Can be quite performance hungry with high unit count
- May not be compatible with other AI mods
- Has issues with ACE

Mod Requirements:

https://steamcommunity.com/sharedfiles/filedetails/?id=450814997 CBA


Works on server side mod too for local units

Credits
Big thanks to these guys for testing and help!
  • UD1E
  • Luca
  • Yooles
  • kju
  • Bob Murhpy
Discussions populaires Tout voir (1)
22
14 sept. à 18h24
BUGS & ISSUES
Toksa
149 commentaires
DarkAshFur 29 oct. à 3h31 
good overall, but if plans are to make a stable and control mission, such as main campaign, this mod its gonna just destroy any planed editor waypoint
I was searching for a AI mod that did not mess up with the inner workings of "path" but every single mod seems to change that very heavily, I my self dont like how slow the IA reacts but I still yet to find a mod that dont change it that much
+good points for adding a option to turn off the mod on Player controlled groups and having a individual variable for that
Superfan 19 aout à 8h10 
I'll test it with vcom and lambs soon. I know vcom had some scripts that did more work on individual AI in the past and it caused performance issues. I hope you are able to keep working on it, because this kind of thing is exactly what Arma needs.
FlyBooTFagundes 14 aout à 18h53 
LIKE LIKE LIKE
Dr. Diesel Submarine 7 aout à 3h36 
The best AI mod I've used. Unfortunately, it absolutely nukes script performance on my dedicated server (to a point where even hold actions initiated by the players do not progress anymore).

We are running large scale MP missions from the Spearhead 1944 DLC campaign. It's fun AF but unfortunately it pretty much becomes unplayable because players can not revive each other, attach explosives, call artillery & CAS.
SteveTheHero 29 juil. à 12h04 
Any chance of an update soon brotha?
TacticalMetalhead 15 avr. à 14h49 
The only thing I dislike about this mod is how AI will cycle between prone, crouch, and stand even if they are selected to strictly be in a prone, crouch, or stand position.
J-Money 31 mars à 22h03 
Agreed, any possible way to make compatible with VCOM and or Lambs Danger.. would = best AI mod possible.
ℤ𝔼ℝ𝕆 29 mars à 5h42 
can you make this compatible with Vcom and Lambs please.
SteveTheHero 6 févr. à 14h44 
_unit setvariable ["RNG_disabled",true,true]; is not working for me, can anyone else confirm?
Silver 5 févr. à 17h00 
just heads up if u have web knights melee it kinda bugs out as the ai cant melee hit each other XD