Arma 3
Whats the better AI? VCOM or LAMBS?
Title, thanks!
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Showing 1-9 of 9 comments
Lera Jan 7 @ 5:19pm 
I want to know too
They can be run side by side
spale69 Jan 14 @ 2:31pm 
Exactly...they can be run in parallel and that is what me and the guys in the group are using. I would only advise you two things : (1) work ONLY with VCOM dev version and (2) do invest time to experiment in editor with your own simplest BLU vs RED fights to learn what those addon options for both mod do. If you learn the meaning of options (ESC -> addon options) for both mods, you can vary your experience very much and set to your liking.
What do you think about the DCO_Soldier_FSM and the other DCO AI mods for squads and vehicles behaviour?
Last edited by CalicoJack; Jan 14 @ 5:16pm
spale69 Jan 15 @ 9:14am 
Originally posted by CalicoJack:
What do you think about the DCO_Soldier_FSM and the other DCO AI mods for squads and vehicles behaviour?
According to my testing, and to my personal liking, DCO Soldier FSM is the best out there. It has (had...last time used it month and half ago, no not know if it was changed), some problems like units leaving squads, or suddenly coming back and some relatively minor issues in mp environment. But you should definitely try it. It does eat a lot of resources due to a large amount of background scheduled scripts. It is NOT compatible with VCOM, it is to some extent compatible with LAMBS Danger (turn off LAMBS waypoint/flanking functionality). I used LAMBS with DCO only for its "call other ai squads if attacked" around feature. In general, any mod which affects movement of soldiers may have issues that one or the other would not like. Healing mods use to take often temporarily one soldier (a medic) from a team, and with DCO (without script hacking) this feature is very much ruined. But definitely go and see for yourself in editor the difference in ai logic. The absolute prerequisite is that you understand those dozens of addon configuration options, which takes time. Same as for proper LAMBS Danger usage, VCOM..or any serious mod.
spale69 Jan 15 @ 9:17am 
Originally posted by CalicoJack:
What do you think about the DCO_Soldier_FSM and the other DCO AI mods for squads and vehicles behaviour?
Other DCO mods I have not used. I am using only mods which are generally applicable for large number of missions. DCO Squad is module-based framework, to some extent similar (to some extent only!) to HAL NR6 to create your own missions with some sort of overall commander. Check in their discord, very friendly people.
Thanks for the input.
I already checked it out (using all the DCO AI mods together) several times, and i really like how the AI acts in firefights. Even in towns they are surprisingly efficient and use covers to their advantage and try to flank the enemy.
I was curious though, because i´ve never seen people speak about it, although the mod description alone is very interesting.
But it´s quite time intensive to not just test it but also compare it to each and every other recommended AI mod, lets not even start about testing compatibility with different AI mods mixed together.

There is exactly the problem you mentioned with the players AI-team doing what they want sometimes, which is the big reason i can not use the mod all the time because it tends to ruin some mission objectives.
spale69 Jan 15 @ 1:20pm 
Originally posted by CalicoJack:
Thanks for the input.
I already checked it out (using all the DCO AI mods together) several times, and i really like how the AI acts in firefights. Even in towns they are surprisingly efficient and use covers to their advantage and try to flank the enemy.
I was curious though, because i´ve never seen people speak about it, although the mod description alone is very interesting.
But it´s quite time intensive to not just test it but also compare it to each and every other recommended AI mod, lets not even start about testing compatibility with different AI mods mixed together.

There is exactly the problem you mentioned with the players AI-team doing what they want sometimes, which is the big reason i can not use the mod all the time because it tends to ruin some mission objectives.
There is a module in the DCO group...or maybe a CBA setting for DCO Soldier where you can turn off the mod functionality on player's group ;)
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Date Posted: Jan 7 @ 4:27pm
Posts: 9