Arma 3
1,383 ratings
Vcom AI V3.4.0
Data Type: Mod, Server
Mod Type: Mechanics
File Size
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

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.

Provide as much detail as possible

Use the GitHub page for the latest updates:

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?


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.


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 (58)
Apr 7 @ 1:21pm
people who are saying cba settings are not appearing read this VCOM 3.4.0
May 8 @ 4:27pm
Player automatically heals in combat
Mar 28 @ 3:20am
AI Toss Smoke after setting
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lol4Bitch 7 hours ago 
@Levi - If I remember correctly VCOM does load the addon settings after you started the scenario with a function. Then you can change the settings.
TheToasterInYourBathtub 15 hours ago 
Is this compatible with LAMBS?
Cj May 8 @ 2:11pm 
came to look at the comments, leaving because it just sounds like a ton of issues i'm not ready to commit to
ducphuli May 1 @ 12:20pm 
Help, author! Fix error script \userconfig\VCOM_AI\AISettingsV3.hpp not found
burno Apr 28 @ 1:11pm 
Can't seem to get my team AI to use enhanced movement, my teammates just wont vault through fences etc.

I'm using Dynamic Recon Ops, how do I make it work?
Levi Apr 27 @ 9:18pm 
I cant seem to change VCOMs AI through addon settings in the Eden, is this on purpose?
ducphuli Apr 25 @ 10:17am 

Hello author, can you configure AI "suppression" for all AK types to shoot 2 or 3 shots / 1 shot.

So 1 magazine can pull the trigger 15 times (2 bullets) or 10 (3 rounds) to save bullets instead of the AI discharging 1 shot out of the magazine. Thank you! :steamthumbsup:
ducphuli Apr 25 @ 10:11am 
@Pingu I heard yes, but 2 mods are not changed to default configuration. :steamhappy:
Pingu Apr 24 @ 8:46am 
is this compatible withg lambs
ducphuli Apr 17 @ 6:32pm 
Hey guys, I've changed the settings. Now how do I leave it to default as in the beginning. Thanks :(