Arma 3
Madin AI - Dynamic AI spawn/systems
Showing 1-10 of 20 entries
< 1  2 >
Update: Feb 26, 2020 @ 1:21am

Update: Feb 26, 2020 @ 12:49am

- Fixed option to force ai to move to zeus waypoints
- disable AI for units in AIR vehicles
- Add "Allow flee" checkbox, disabled by default
- Change default value of ptsd on hit to 0
- Workaround for ACE double EH killed bug in respPoint

Update: Jan 21, 2020 @ 3:09pm

Update: Jan 21, 2020 @ 2:45pm

Update: Jan 21, 2020 @ 8:30am

Some minor fixes:
- respPoint now stops when nearby buildings get destroyed
- missed text in CBA settings
- adjustments to AI skill when under suppression
- some typos
- overall "cleaning" of code, still some work to do and new features™

Update: Dec 18, 2019 @ 1:28am

- removed "findEmptyPos" that could freeze game
- Added optional "Force move / formation" - Force AI to move to waypoint placed by zeus. (CBA settings)
- flee distance - How far the bots will run when under fire (PTSD, CBA settings)

Update: Nov 19, 2019 @ 3:38am

fix "CBA crash" for vehicle AI

Update: Nov 15, 2019 @ 8:12am

fix server freeze when AI found hostile aircraft

Update: Oct 4, 2019 @ 2:49pm

*minor fixes
(last time i updated wrong commit to WS, whoops)

Update: Sep 28, 2019 @ 6:39am

added bikey