Arma 3
DCO Vehicle.FSM - Vehicle AI Enhancement (No longer updated)
244 Comments
Timoruz Mar 10 @ 6:04am 
Yeah, tanks from Spearhead DLC also like to dismount their loader and commander.
Stonn Dec 25, 2024 @ 1:16pm 
You can disable dismounts in worst case scenario
Memento Mori Oct 5, 2024 @ 9:19pm 
Yeah, I was wondering which mod keeps causing the AI to dismount every time a pebble hits their vehicle, hopefully removing this mod will solve that issue.
Jack628D Oct 3, 2024 @ 9:30pm 
idk why some AI's dismounted vehicle and trying to clean it (with animation) even in combat situation..????
ANTONIDAS Aug 23, 2024 @ 5:40pm 
If DCO Soldier FSM is not compatible with Lambs, how can I connect DCO Vehicle.FSM - Vehicle AI Enhancement if Lambs is recommended?
HBAOplus Aug 18, 2024 @ 12:19am 
@Tally
Ok, thanks:steamthumbsup:
Tally  [author] Aug 17, 2024 @ 3:25pm 
@HBAOplus in most cases yes
HBAOplus Aug 17, 2024 @ 12:47am 
HI, when used with DCO unitscanner, will AI controled vehicles from other mods be recognized as right type (armored car, IFV, tank, AA gun, etc), then use corresponding tactic?
Nimmersatt Apr 21, 2024 @ 7:19am 
Bug: Makes tanks almost invincible by Titan AT rockets. (Most probably also invincible by other rockets and damage sources). You can easily verify this in the editor: Place an enemy tank, delete the AI crew except the driver, let it loiter around you and shoot it with the Titan compact. You will notice that it will take way more hits with the mod enabled.
Frosted Flake Mar 1, 2024 @ 2:00pm 
So will vehicle stuff be in the soldier branch now?
bjorn Jul 17, 2023 @ 4:41pm 
also can you add a option to disable this?
bjorn Jul 17, 2023 @ 4:38pm 
just realized, this isnt a glitch, but a feature. but in camera mode or spectator mode when this happens the game freezes for a while (or crashes)
bjorn Jul 16, 2023 @ 10:15pm 
(sorry for not posting in discord i lost my password on it)
bjorn Jul 16, 2023 @ 10:14pm 
It sucks i have to post this here, but the comments are disabled on it so i need to. when using the DCO Solider FSM Mod, when AI captures another AI half of the time or all of the time if the ai capturing has grenades they will explode? im not sure what causes this. incompatability?
villager_uncle Jun 23, 2023 @ 3:52pm 
Is it not compat with Drongo's Better AI Gunner?
villager_uncle Jun 23, 2023 @ 2:08pm 
compat with VCOM and Lamb?
[242] CPT. Helios Apr 10, 2023 @ 7:40pm 
Is there a better way to fully disable this FSM for vehicles? The above script commands do not work when used as instructed.
Tally  [author] Apr 6, 2023 @ 8:29pm 
Yeah, we have been focused on other tasks, and probably will be for the next couple of months.
If you do join the discord we do votes to see what people want us to focus on.
The last vote was in favor of continuing to improve SFSM, so that is what we will do
Isaac Apr 6, 2023 @ 8:08pm 
I don't want a say in the mod since I don't manage any part of it, I tried to ask when its bugs will be attempted to be fixed because its been months since an update.
Tally  [author] Apr 6, 2023 @ 7:11pm 
When we are done with SFSM, join the discord and contribute either with testing, or bug-reports (proper bug reports) and you can have a say in the developement of this mod
Isaac Apr 6, 2023 @ 1:14am 
When will several bugs in this mod be attempted to be fixed?
Foran Mar 16, 2023 @ 4:04am 
Maybe we have better way to prevent car crash ?
photo : https://imgur.com/a/j0IA8PH
Tally  [author] Mar 3, 2023 @ 10:32pm 
Nice man, join the discord and send the actual RPT...
nerexis | nmilsim.wordpress.com Feb 4, 2023 @ 11:16am 
Another one:
22:44:13 Error in expression <vate _ASLvector = [AGLtoASL(_StartPos), AGLtoASL(_EndPos), _DistBetweenEachPos] >^M
22:44:13 Error position: <AGLtoASL(_EndPos), _DistBetweenEachPos] >^M
22:44:13 Error Type Any, expected Number^M
22:44:13 File vehicleFSM\functions\positions\fn_LOS_Light.sqf..., line 12^M
nerexis | nmilsim.wordpress.com Feb 4, 2023 @ 11:14am 
Another RPT log error:
1:19:23 Error in expression < [];
private _CopyScan = false;

if(!isNull _enemy)then{
_eClusterPos = [_en>^M
1:19:23 Error position: <isNull _enemy)then{
_eClusterPos = [_en>^M
1:19:23 Error isnull: Type Number, expected Object,Group,Script,Config entry,Display (dialog),Control,Network Object,Team member,Task,Diary record,Location^M
1:19:23 File vehicleFSM\functions\simpleAreascanner\fn_Scheduled_AreaPrescan.sqf..., line 26^M
nerexis | nmilsim.wordpress.com Feb 4, 2023 @ 11:13am 
Another RPT log error:
22:44:33 Error in expression <+ 1);
sleep 10;;
};




_Vehicle doFire _currentTarget;}>^M
22:44:33 Error position: <_currentTarget;}>^M
22:44:33 Error Undefined variable in expression: _currenttarget^M
22:44:33 File vehicleFSM\functions\startFSM\fn_fireAtEnemies.sqf..., line 41^M
nerexis | nmilsim.wordpress.com Feb 4, 2023 @ 11:12am 
RPT Log error:

22:58:14 Error in expression <{
_LOSrank = 4;
};




[_NearbyObjects, _HigherThanEn, _LOSrank]}>^M
22:58:14 Error position: <_HigherThanEn, _LOSrank]}>^M
22:58:14 Error Undefined variable in expression: _higherthanen^M
22:58:14 File vehicleFSM\functions\positions\fn_AssessPushPos.sqf..., line 47^M
Maddy Jan 20, 2023 @ 11:30am 
Im trying to Use CUP and Vehicles just drive away and Ignore Zeus orders are drive into buildings for an hour straight despite having no orders..
WindUpHero7 Jan 10, 2023 @ 3:31pm 
I'm experiencing two "issues"- I find them extremely troublesome, but I suppose it could be by design:
Firstly, there doesn't seem to be a range limit on enemy vehicles learning of your position. Engaging one small group of isolated infantry seems to broadcast my location to every enemy vehicle on the map, and they all attack my position (rolling in every few minutes as they sometimes come from VERY far away). It also gives vehicles the exact position of artillery crews, even when firing from maximum range.

Secondly, vehicles seem to rush you with no regard to wheel damage, as if on some machine-god form of human adrenaline. I've used Zeus to blow all 4 wheels off an Ifrit charging my distant mortar position, only to have it continue on 4 rims with almost no change in speed.
Tally  [author] Jan 5, 2023 @ 4:08pm 
@PrinceofPinoys, modded vehicles might have unknown side-effects
Tally  [author] Jan 5, 2023 @ 4:08pm 
@Azraeelian Angel yes they can, if you do not plan on running debug-mode, however VFSM is not compatible with Headless client, while SFSM is, so if you use both, then avoid using HC for unloading server-load.
Tally  [author] Jan 5, 2023 @ 4:06pm 
@Bax, the AI has access to its side knowledge, so if a convoy drives into an area where there arenemies unknown to friendlies they will just drive straight in.

Once the fight is on however if they have the advantage they will move towards actual enemy location and not percieved.
Bax Jan 4, 2023 @ 12:24pm 
As for the strategic part, can the AI be deceived? Or, in other words, has the AI access to omni knowledge or is its access restricted (artificially reduced information / certainty) about the player's strength?
Bax Jan 3, 2023 @ 7:53pm 
@nerexis it might be a good idea to actually read the description provided by the author, who explicitly writes about LAMBS.
Angel Jan 2, 2023 @ 1:43pm 
@yipman can soldier.fsm and vehicle.fsm be used server side only?
nerexis | nmilsim.wordpress.com Dec 27, 2022 @ 7:47am 
Does it work with LAMBS FSM?
PrinceofPinoys Dec 16, 2022 @ 4:29pm 
Does this make vics with ACE more tanky? BTRs and t55s dont seem to dismount or take proper damage when hit from the side with a MAAWS
WindUpHero7 Dec 14, 2022 @ 3:25am 
I would love to see the AI using vehicle mounted guns for suppression much more often, such as door guns and light vehicles with HMGs. This would simultaneously make them much more useful for combined arms and stop them from sniping players across huge distances.
Miniguns on helicopters, specifically, are currently fired in small accurate bursts, making a loitering helicopter mostly useless as its gunners try to pick off single targets rather than suppressing entire squads firing at them.
YipMan  [author] Dec 9, 2022 @ 7:49am 
@_mickey
ONe more thing.
Vehicle FSM 2.0 should work side by side with Squad/platoon FSM btw.
This means that they will not so much have a will of their own.
If they work side by side with squads they will stay within support distance rather acting so much on their own.

The origional idea was for the MRAPS and IFVs to work a support asset for infantry and MTB's to counter enemy armour etc.
We've got a really great system coming soon hopefully that will enable the AI to ensure their survival and support role while giving the editor or curator the ability to override when he chooses to using a GUI system.

We'll see.. I also so stuff is happening with Reforger atm. I am ambivalent about which project to focus on. We'll have to see :|
YipMan  [author] Dec 9, 2022 @ 7:39am 
@_mickey

I am aware of the issue.
Vehicle FSM is a dinosaur by now. We've mainly been focusing on Soldier FSM - then the plan was to revisit Vehicle FSM once we've completed Squad FSM 0.1
Right now Tally had to study and work on his own projects, with a chance of returning in a month's time.
In case he doesn't, we'll have to wait until we can find a qualified coder that can fill in the gap.
_mickey_ Dec 4, 2022 @ 2:16pm 
@Tally I have discovered a huge DCO problem. Mod will break the behavior of any scenario, because DCO vehicles will ignore the secondary waypoints specified by the creator of the mission. DCO vehicles understand only the first waypoint and will move only to this point, but when the fight and the waypoint are completed, these vehicles will refuse to execute all subsequent waypoints. This is a huge omission of this mod, for this reason, this mod is difficult to use with user scenarios, since it will simply break the idea of any mission.

A simple repro - give several vehicles of two opposing sides the first waypoint - SEEK AND DESTROY. Create a trigger that after defeat of any faction switches the first waypoint to the second waypoint(MOVE). So for both sides. You will see that after the trigger is activated, the vehicles will not move to the second waypoint. They will stay there forever! This is sad(
_mickey_ Nov 30, 2022 @ 1:42pm 
@Tally thanks for the detailed answer
Tally  [author] Nov 30, 2022 @ 8:02am 
@_mickey_ thank you for that! So technically it is not MY mod it belongs to the DCO group, all the code used in the mod is written by me on comission tho.
When developing this type of mod I always start by developing it in a vanilla enviroment and then if the client wants it i'll add compatibility with other mods.

With regards to the DLC's I'd reccomend you install the DCO-unitScanner, you can find it on my workshop. that one is able to categorize most modded vehicles.

As far as future updates goes you would have to talk to yip, he is the owner of the DCO-group.
I am just a hired gun.
_mickey_ Nov 29, 2022 @ 1:58pm 
@Tally Your mod is great! Previously, it seemed to me that your mod has performance problems, but I was wrong. Problems were created by another my mod (Bloodlust) DCO Vehicle.FSM takes Arma 3 to a new level, but I think you need to fix the basic problems. I'm trying to test already your third version, mod and every time you have an error in which there is an inscription - "Target Pos Not Found". Also need to create compatibility with the main content of the community (creator DLC here) and this mod will be included in the golden collection of Arma3 community mods. Thank you, and if you need an assistant / tester, then I am at your disposal.
_mickey_ Nov 29, 2022 @ 8:55am 
@Tally it problematic/hard to add vehicles from PrarieFire and GM ?
_mickey_ Nov 29, 2022 @ 8:42am 
@Tally "We have not added the creator DLC's." - so finally add it! These are some of the best vehicles among the add-ons.
Tally  [author] Oct 22, 2022 @ 10:26pm 
Also it has been re-keyed, so maker sure you get the new key on your servers
Tally  [author] Oct 22, 2022 @ 10:25pm 
New update!
You can now plug in the DCO unitscanner in order to gain compatibility with most big vehicle-mods
Reticuli Sep 26, 2022 @ 1:47pm 
I can confirm it's an issue with the main DCO FSM, not this one, that's causing the issue with helos crashing into each other when ordered to dismount.
Tally  [author] Sep 26, 2022 @ 10:50am 
Yeah, control of all groups are relegated to the server, and it can be used as a server-mod