Arma 3
433 ratings
Vcom AI V3.0
Data Type: Mod
Mod Type: Mechanics
File Size
0.144 MB
Jul 9, 2016 @ 7:15pm
May 9 @ 3:10am
17 Change Notes ( view )

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Vcom AI V3.0

Vcom AI 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?


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 (32)
Oct 4 @ 1:07pm
Getting an error message
Mar 26 @ 7:24am
changing values in userconfig file has no effect
Dec 30, 2017 @ 5:14pm
a bunch of errors after latest update
Fuck S͘team
< >
|-ICE-| cnwamw Oct 14 @ 11:50am 
how do I get npc to set up traps?
Geoffry [Hk] Oct 12 @ 8:02am 
This Mod is DeaD?
Ellman Oct 11 @ 5:41pm 
@GravyLeg You simply need to have the mod running´, nothing additional. There are addon settings for it tho.
GravyLeg Oct 9 @ 9:04pm 
For example, my friend and I play a zeus mission made by another person thats meant to be played how you want to. Do we just enable it in mods and dive in?
GravyLeg Oct 9 @ 9:01pm 
Does this work with zeus? If so, how? Just enable it or do I have to mess with something?
OldGreG! Oct 3 @ 11:48am 
Play with ACE or turn off unit sentences
Fampini Oct 3 @ 6:07am 
For those interested, the mod is currently full of errors (see the threads above from december 2017 and october 2018). If you like singleplayer is has problems with looping radio instructions like "8 GUNNER GET IN THAT VEHICLE" and if you are in a vehicle "TARGET THAT MAN" repeating constantly. It also forces you to export editor missions to the scenario to avoid SQF errors appearing in scenario editor (mostly related to static defences and garrisoning buildings).

A cursory google reveals others having this problem with 3.0 and being told to fix their scenario errors.

I like that it improves the AI driving but the unbearable radio commands and the inconvenient sqf error box has put me off for now. If the author updates I will check it again
✪Skittlz☣™ Oct 1 @ 7:29pm 
I don't like the function of falling gun. How do I close it?
OldGreG! Sep 25 @ 7:30pm 
So I'm back, my group has now revisited Antistasi. We have had people on the server for almost 24 hours constantly with only 3 restarts. Vcom is working fine - if not great - no issues there. @Fenris, if you are having trouble we need more description because @MGK and I are not having trouble.
OldGreG! Sep 23 @ 11:23am 
No Problem :duke: