Arma 3
447 ratings
Vcom AI V3.1
Data Type: Mod, Server
Mod Type: Mechanics
File Size
0.670 MB
Jul 9, 2016 @ 7:15pm
Nov 18 @ 9:44pm
18 Change Notes ( view )

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Vcom AI V3.1

Vcom AI 3.1 Update


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 (34)
20 hours ago
Getting an error message
Mar 26 @ 7:24am
changing values in userconfig file has no effect
Oct 12 @ 1:13pm
Server Side or Client Side mod?
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Otarius-big 3 hours ago 
i use it on server.after update cant launch mission on server with updated VCOM
Skull 3 hours ago 
@Freddo I will put it right away on my mission and check if it works. Thanks for the reply!
Link to the vcom thread w/ script version if anyone wants:

Definitely gonna run it that way since there's no need to wait for the hotfix & it saves on a mod slot for Steam.
Freddo 4 hours ago 
@Skull The script version does not require CBA to run.
The removal of the zeroing/suppression system from Vcom 2.x was a serious issue in my eyes but it's still a far better AI mod than the competitors.
Hopefully that's just a bug @Shercock. I chose Vcom for aggressive, mobile AI. Vanilla and ASR just stand around and do nothing, this mod is what makes Arma playable imo.
Shercock Bones 9 hours ago 
Am I the only one who is getting AI not responding any gunfire at all? After 3.1 the enemy AI just stand in formation and do not react to gunfire at all. They will return fire but do not search for cover. My AI squad does react, but in a very vanilla like manner.
Skull 11 hours ago 
Hi, first of all thanks for that awesome mod, finally we can have a real combat vs ai on arma, i want to implement the script version on my mission,my question is 1.Script version is standalone or i need the mod version too? 2.What are the diferences between the script and mod versions? 3.The script version require CBA to run? and the interaction between VCOM and CBA can be disabled at least in script version(if needed) ? thanks!
Volts Nov 19 @ 7:05am 
ETA for fix?
Freddo Nov 19 @ 6:26am 

CBA settings are not needed for VCOM to function, and may be ran without. Currently, it is probably the only way to run the mod without issues until the hotfix.