Arma 3
553 ratings
Vcom AI V3.3.0
Data Type: Mod, Server
Mod Type: Mechanics
File Size
1.850 MB
Jul 9, 2016 @ 7:15pm
Mar 26 @ 12:31pm
21 Change Notes ( view )

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Vcom AI V3.3.0

Vcom AI 3.3.0 Update


Provide as much detail as possible

Use the GitHub page for the latest updates:

Rydigiers "Fire For Effect" artillery system
CBA settings support for "Fire For Effect" artillery system
Parameter for forcing speedMode "FULL"
Descriptive header for all Vcom functions
VCOM is now licensed under the ArmA Public License - Share Alike
Zeus to mission.sqm

Vcom will not give flanking orders to AI with a commander
Suppressors are now dynamically checked
Mines are now handled differently (Placed mines are added to an array)
AI will no longer ragdoll when prone, will instead perform animations
AI will not ragdoll when within a certain distance of a player
VCom functions have been moved to Vcom\Functions\VCM_Functions
Hold waypoints now define what building to garrison
AI will not generate flanking waypoints targetting unknown units

VCom artillery (Replaced by "Fire For Effect")

VCM_SKILLCHANGE had no effect
AI taking control when player incapacitated
AI attempting to flank aircraft
Building clearing behaviour did not check distance to target
Civilians being affected by VCOM
VCM_SIDEENABLED had no effect
VCM_ARTYENABLE had no effect

Whitelisted remote execution for VCOM

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.

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

-AI's with mortars will still attempt to deploy the mortar INSIDE a structure.

-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 (39)
Apr 3 @ 11:55am
bots shoot automatic fire
Mar 27 @ 8:30pm
AI Stealing Locked Vehicles
Apr 7 @ 10:52am
Some trouble with AI battles in Zeus
< >
wikidjr Apr 18 @ 11:01am 
how do i change the settings for the vcom ai?
it used to be in the addon options but its not their no more
how do i find it now?
Dominic  [author] Apr 14 @ 6:46pm 
@ComboTombo, As long as you enable it from the launcher - it is active. Take a look at the variable above to disable AI on certain squads.

@JSBACH The next version will remove the fancy suppression script, and Vcom will no longer autochange behaviors.
ComboTombo Apr 14 @ 10:41am 
Hey, quick question: How is this mod enabled? Like, will this mod automatically control how the AI behaves or do I need to enable it somewhere in the game? Oh, and how do I enable/disable VCOM AI in my editor missions, user-made scenarios and BI showcases?
𝕷𝖆𝖘𝖐𝖊𝖗 Apr 13 @ 6:52am 
How do I disable "suppression" and "autocombat" in the AI?
Machine Gun Kelly Apr 12 @ 8:37pm 
If yall go back a page or 2, you will see where I put in a link for v3.0 so you can use this and not the current version.

Only thing I added was if VCom could not see the UserConfig file, to use the settings that are 'inside' the mod. So either use the config file OR un-pbo this and modify the secondary config file.

If you modify the file inside the pbo OR use the user config, you can set to the way you like.

No excuses or crying about the current version as you have an older version you can use till they get this fixed.

And so you know, I did not really 'change anything'. I just change the values in the internal config file - NO SCRIPT CHANGES WERE MADE AT ALL!

mutum Apr 12 @ 3:18pm 
is there a way to bypass AI while controlling with zeus?
Mr. Gronkhou Apr 12 @ 12:14am 
Well, i cant take control of a unit because when i shoot they duck and take cover automaticlly. sad. >c
GOON¯\_(ツ)_/¯ Apr 10 @ 1:09pm 
my game seems to lagg out during a firefight??
SteveTheHero Apr 8 @ 11:26am 
@Ra It's broken atm, the knowledge transfer/warning delay is bugged.
Ra Apr 7 @ 11:14pm 
When playing in Zeus mode, they do not create new waypoints! Why?