Arma 3
1,367 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
Mar 7 @ 1:22pm
Player automatically heals in combat
Mar 28 @ 3:20am
AI Toss Smoke after setting
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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 :(
Koto Apr 15 @ 10:24am 
whenever my AI get out of there vehicle they get rocketed into the air
Car Uncrusher Apr 10 @ 2:45pm 
Planes might not drop bombs because they can't position for it properly like helicopters can. They generally fly low altitude when attacking infantry and vehicles, and will use rockets and guns.
Aqueox Apr 7 @ 7:41pm 
@neretropazanchic I have been looking for a mod to do just that for so long now... Planes are just an afterthought in this game. Ground attack is impossible. They add all these systems like GBU's and napalm and whatnot, and it is never used.
[SKW]Trevisol4 Apr 4 @ 9:25pm 
Please add an option (checkbox) to disable grenade throwing at all, it's frustrating sometimes to see a friendly AI being shot and watching it send out a HE into a wall and killing all your squad members
✞✞John Seed✞✞ Mar 30 @ 5:38pm 
When the ia engages they always throw lots of smoke granades espacally in close combat. is there a way i can disable this?
blackspade Mar 19 @ 11:53am 
can you combine this with bCombat?
Quest of Death Mar 16 @ 9:15am 
Is there a way to stop AI from retreating like a coward?
neretropazanchic Mar 13 @ 7:53pm 
Hello, author!!! are there any plans for planes to bomb crowds of enemy people? is it possible to do this?
DragonEmperor Xherdos Mar 12 @ 8:54am 
idk if it's only me but when i get downed and revived by friendly ai they don't follow me anymore.

they just stand there in the formation and are braindead.