Arma 3
1,740 ratings
Data Type: Mod
Mod Type: Mechanics
File Size
1.213 MB
Sep 8, 2019 @ 1:48pm
Apr 16 @ 1:00pm
28 Change Notes ( view )

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A considerable expansion of vanilla Danger.fsm. Added are features which extend the enemy response and reaction to fire. Reuploading to Steam Workshop is not permitted.

The overall goal is to make buildings part of the AI's available terrain. The AI will dynamically enter and clear buildings holding enemy soldiers. The nature of the the danger.fsm does not make these features a replacement for dedicated scripts and clever use of waypoints.

The AI is a significantly more active combatant. The biggest changes is that the AI is now able to view buildings and structures as part of the tactical terrain. The AI will search through buildings, hide and garrison within, as well as provide suppressive fire against suspected enemy positions. In addition AI reactions to fire, even when the origin is unknown is expanded. The AI will also communicate threats to nearby allies.

* AI will move inside buildings
* Perform suppressive fire (Vehicles will dismantle buildings)
* Panic, with special effects
* React, even when exact enemy position is unknown
* React by hiding in the presence of powerful vehicles when without equipment to deal with it
* Check dead bodies (Rearms if possible)
* Tanks will react by rotating towards threats
* Improved civilian reactions, hiding in buildings and checking dead bodies
* Dynamic Artillery system
* Custom waypoints for specific AI behaviour

The mod runs automatically for all factions, including RHS and CUP. To double check that the mod is runing, enable one of the debug variables.

The mod is fully compatible with ACE3, VCOM, but unfortunately not ASR. This version requires CBA.

Check the gitHub for development variables to toggle or tweak gameplay features.

Join our Discord[] for news, discussions, feedback and happy times.


Popular Discussions View All (31)
Apr 24 @ 12:07am
AI crew dismount perfectly good vehicles for no reason
Mar 9, 2022 @ 5:55am
Task Force Arrowhead Radio Compability
Jun 22, 2022 @ 3:30pm
Server or Clientside
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[+| CL rautamiekka 22 hours ago 

Forever ? Regardless of what happens within a short distance or if you drag-drop them with Zeus ?
chiken Jun 1 @ 1:14am 
The mod makes revived AI stay prone after being revived.
Izhevsk M44 May 31 @ 7:24pm 
You can't make the AI follow you as a squad leader. The second someone so much as sneezes they go into COMBAT mode and stay their the whole game. They never return to formation or follow orders, just do whatever tf they want. Hiding in houses, hiding in bushes, refusing to move. On top of that, it makes AI chopper pilots disobey waypoints and won't land, and there is a huge issue with friendly fire. They will spray and pray point blank into their own men. This needs serious work because it just makes the AI horrible. Good combatants, but horrible otherwise.
Gulag May 22 @ 9:41am 
If I install this will it automatically work with scenarios I already have installed from steam and ones I made? Or do I have to go inside the missions and place modules and stuff?
diwako  [author] May 16 @ 4:41am 
we check if pathing is enabled in many cases. you can also disable lambs on specific units and even groups.
github page -> wiki -> Variables
MilitantMonke May 16 @ 2:30am 
This mod sometimes breaks waypoints and scripts for me. In multiple SP missions where i'm playing a squad member (not a squad leader), after a firefight my squad simply stays in one position and doesn't follow their next waypoint which breaks the whole mission
r0dx864 May 15 @ 2:08pm 
is there a way to add to your code to prevent changing AI modes (enableai/disableai) on units that have been changed from the default? many scenarios developed by modders use the disableai "PATH" because of how Arma AI will automatically jump off the roof of buildings because pathing is unavailable. Could it either be a checkaifeature (preferred) for when one deviates from the default or use a variable to specify not changing specific AI (if your mod must override in order to work but still give a mission maker the option to break it anyway)?
_mickey_ May 14 @ 3:50pm 
@diwako Hi!

With the latest update, the AI will suppress empty skies less often, but it still happens. I have a question, can you finally fix this?

I can't figure out what could be causing the AI to do this? Is it really super hard to separate ground targets and air targets, and if there is not a single air target, then forbid suppressing the empty sky?

Just AI-shooting at an empty sky durring the ground fight looks really stupid
Andrew T. 3C-186 May 14 @ 3:18pm 
Is there any reason why AI infantry can suddenly insta-detect a drone that loitering in the air at 2000m high? There's mission I have been trying to make with Zeus and have a UAV above for support of our ground guys and the AI will start instantly tracking the drone.
Rumbero ☸ May 7 @ 8:47am 
Thank you for this work! We're testing it! :steamthumbsup: