Arma 3
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Vcom AI V3.1
 
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Data Type: Mod, Server
Mod Type: Mechanics
File Size
Posted
Updated
0.669 MB
Jul 9, 2016 @ 7:15pm
Nov 20, 2018 @ 2:33pm
19 Change Notes ( view )

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Vcom AI V3.1

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Description
Vcom AI 3.1 Update

HUGE THANKS TO FREDDO FOR GETTING VCOM 3.1 TOGETHER! IF THERE IS ANY PROBLEMS, MAKE SURE TO MESSAGE HIM :D!

Added
Changelog
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

Changed
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

Deprecated
VCom artillery (Replaced by "Fire For Effect")

Fixed
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

Security
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?

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.

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 (37)
2
Mar 1 @ 10:15pm
AI Stealing Locked Vehicles
TauXv9
11
Nov 19, 2018 @ 12:54pm
Getting an error message
gerryw173
2
Jan 24 @ 1:35pm
Does this work with all units?
Rergato
< >
673 Comments
Sacred Nwordian Mar 17 @ 12:58pm 
Works great with KP Lib. :)
Freddo Mar 17 @ 5:46am 
If you mean KP Liberation, it should.
Nicoman Mar 17 @ 4:30am 
Will this work with liberation mods?
Freddo Mar 17 @ 12:26am 
@Funky

I would not advise using it with bCombat, and I wouldn't advise using bCombat whatsoever seeing as it hasn't received an update for several years.
Funky Mar 16 @ 3:10pm 
Is it possible to use this mod with bCombat?
Freddo Mar 15 @ 12:04pm 
@ekcja the current version on steam is outdated due to Genesis moving, though he should hopefully be able to push an updated in about a week or less.

There are a lot of stuff that has changed/been fixed in the updated version.
ekcja Mar 15 @ 9:34am 
Also, the troops during the battle, even when outnumbered, don't seem to call for reinforcements which are around 1km away, why can't they?
ekcja Mar 15 @ 9:11am 
Can they also call in airborne units? Like the MH-6 with a small squad in it?
konal777 Mar 6 @ 10:11pm 
Hello guys creators,i have version Vcom 3.2.1, I'm have 1 problem is the following, killing me as their leader, the bots without apparent reason die one after another .You all write to remove a tick from ---" AI Ragdoll when hit?" and stings ---''Chance for AI to Rgdoll when hit ."= 0----How can this inconvenience be remedied - is there any adjustment yet - I do not know!?
konal777 Mar 6 @ 10:10pm 
Hello guys creators,i have version Vcom 3.2.1 and I'm very pleased with your fashion but I have a problem with bots! "I wrote about this problem before and you advised me to remove a tick from --- AI Ra gdoll when hit? and set it below the setting below -0. The problem is the following, killing me as their leader, the bots without apparent reason die one after another without someone shooting or releasing them - excluded from the group. As if there was some release from the group or some mass death of the bots after my death and I stand alone against the enemy! How can this inconvenience be remedied - is there any adjustment yet - I do not know!