Arma 3
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Vcom AI V3.4.0
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Data Type: Mod, Server
Mod Type: Mechanics
File Size
Posted
Updated
0.901 MB
Jul 9, 2016 @ 7:15pm
Aug 16, 2020 @ 6:44pm
24 Change Notes ( view )

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Vcom AI V3.4.0

Description
DEV UPDATE:

8/7/2023 - Vcom AI is officially on hold. I have been working with ArmA for over 17 years. I enjoy the ArmA series but have decided to take a break with working on AI.

Unfortunately, Bohemia has made it rather difficult to directly control the AI. I may return to Vcom AI for ArmA 3 if Bohemia ever gets around to fixing the "DoMove" command OR makes a way to force specific AI to get to a position *without* becoming distracted during combat.

If not, I might see you all in ArmA 4 :) Depends on the quality of that game lol


Vcom AI 3.4




Vcom 3.4 Update Changes

-AI will clear buildings more aggressively

-New AI movement system

-Added support for enhanced movement. AI can utilize enhanced movement to move around the battlefield

-AI will utilize smoke grenades and frag grenades more often

-Drastically improved AI debug information

-AI will heal themselves more often. AI medics will heal teammates who do not have medikits/fac's

-Experimental driving update - helps AI avoid collisions and attempts to stop them from running over friendlies

-Improved sniper AI

-AI use static weapons more effectively

-Artillery has been re-worked. They will have to bracket enemies in.

-AI skills can all be modified via CBA now

-Added new CBA/config options

-Other stuff..I dunno. I am tired.



SUBMIT BUGS HERE: https://discord.gg/Unh8976
Provide as much detail as possible

Use the GitHub page for the latest updates: https://github.com/genesis92x/VcomAI-3.0



AI Modification: Faster, Smarter, and Deadlier AI.

Vcom AI 3.0 is an AI overhaul modification (Script or Mod) that aims to change the feel of combat in a PvE environment.

What does Vcom AI 3.0 offer?

-Optimizations-

For starters, Vcom AI 3.0 offers a noticeable increase of performance over its older counter-part, Vcom AI 2.81.

Functions on a group based FSM system, instead of an individual AI system. Allowing for better FPS, control, and cohesion with AI.

Removed fluff and unnecessary code from Vcom AI 2.81, making the mod/script much more focused.

-Customization-

Use the Userconfig file to modify Vcom AI to your liking, or if CBA is running you can modify the settings in-game and on the fly.

Advanced AI Direction and Threats

-AI will clear garrisoned buildings

-AI will automatically generate waypoints for more interesting and varied combat (AI will not do this if they have certain pre-placed waypoints or more than 1 move waypoint)

-AI move dynamically from cover to cover while following waypoints

-AI will call for on-map artillery for support

-AI will call for reinforcements proportional to the enemy threat

-AI will garrison structures temporarily in combat, if able

-AI will look for nearby static weapons to man

-AI will automatically deploy/pack static weapons

-AI will use satchels to drop buildings, or setup traps for enemies

-AI will use mines to on roads, in buildings, or wherever, to stop enemy movement

-AI will change formations depending on the environment

-AI will attempt to heal themselves or others when out of combat

-AI will attempt to rearm themselves from dead bodies, vehicles, and etc when low

-AI will steal empty or unlocked vehicles

-AI have a chance to ragdoll when shot, causing them to fall over briefly

-AI have an enhanced ability to hear and respond to gunfire from a distance

-AI will respond differently from a weapon that is suppressed or not

-AI on a hold waypoint will garrison a structure indefinitely, or until provided another order

-AI, with NVGs, will be able to see your IR laser and respond accordingly. Be careful where you point that thing!

-AI can have side based/classname based skill settings.

-AI will utilize enhanced movement (if it is enabled) to vault/climb over walls

Ease of use

Vcom AI is easy to use. Install it, throw some units down, and go. It supports AI being spawned in dynamically, so there is no worry about needing to execute the code on every freshly spawned AI.

To manage specific AI group behaviors, simply use these commands listed below.

(group this) setVariable ["VCM_NOFLANK",true]; //This command will stop the AI squad from executing advanced movement maneuvers.
(group this) setVariable ["VCM_NORESCUE",true]; //This command will stop the AI squad from responding to calls for backup.
(group this) setVariable ["VCM_TOUGHSQUAD",true]; //This command will stop the AI squad from calling for backup.
(group this) setVariable ["Vcm_Disable",true]; //This command will disable Vcom AI on a group entirely.
(group this) setVariable ["VCM_DisableForm",true]; //This command will disable AI group from changing formations.
(group this) setVariable ["VCM_Skilldisable",true]; //This command will disable an AI group from being impacted by Vcom AI skill changes.



Known Issues

-You must enable -filepatching on your server/machine if you want the userconfig folder to work. Not doing this may result in an error message.

Popular Discussions View All (80)
16
Nov 12, 2022 @ 12:02am
Player automatically heals in combat
turtl
8
Jun 10 @ 8:50pm
AI Toss Smoke after setting
USMCLEE
1
Jul 15 @ 10:43am
AI will still make waypoints even if setting is turned off
雨中闪耀的光芒
< >
1,477 Comments
Buffalo`SoulJah Dec 8 @ 2:06pm 
How can i get this to work? I subscribed and its enabled in the "add ons" when I start a scenario but the squads/units I add in while in game just stand there like before. They still react if shot at, but no actions like described in the mod. *fingers crossed*
you MURDERER! Nov 19 @ 3:15pm 
Super Necessary ! Should be implemented into the actual game tbh
Hannibal Nov 18 @ 12:28pm 
Dang, it really makes a difference with the ai yikes. Flank maneuvers, great use of grenades, smoke, advancing and retreating.
robmarquez583 Oct 28 @ 8:03pm 
great mod combat feels great a must:steamthumbsup::steamhappy:
jchjch1 Oct 22 @ 3:22pm 
I really appreciated the amount of you worked on this mod good job.
lucas_louise Oct 21 @ 6:25am 
dose this work in the editor
Wrath Oct 12 @ 4:06pm 
yo cheers thanks for so many hours of fun.
SUNNY Oct 7 @ 3:57am 
The ammount of smoke spamming from AI is to damn high! Even if setting it to 0.00 % chance
Lt. Lazlow Sep 28 @ 5:10am 
@Stolt probably, because CF_BAI's description says it's compatible with this...
Stolt Sep 22 @ 9:49am 
is this mod compatible with CF_BAI?