Arma 3
RNG AI
154 Comments
Hitman Jan 30 @ 5:07am 
KyanPepper Jan 29 @ 9:01am 
Wouldn't recommend the mod at this moment
It doesnt really work well anymore, they sometimes run and gun, Mostly stay in the open and stand up straight.
Now thats not great already but theres one huge deal breaker
When they get shot at they look all over the place, point at their teammates, and kill them before engaging the enemy.

so pretty useless right now.
J-Money Dec 12, 2024 @ 9:15pm 
hope you continue to dev this. huge
SteveTheHero Dec 6, 2024 @ 8:47am 
Can we get an update in the new year? <3
✖w1akz✖ Nov 23, 2024 @ 6:50am 
все круто:steamthumbsup:
DarkAshFur Oct 29, 2024 @ 3:31am 
good overall, but if plans are to make a stable and control mission, such as main campaign, this mod its gonna just destroy any planed editor waypoint
I was searching for a AI mod that did not mess up with the inner workings of "path" but every single mod seems to change that very heavily, I my self dont like how slow the IA reacts but I still yet to find a mod that dont change it that much
+good points for adding a option to turn off the mod on Player controlled groups and having a individual variable for that
morons always Aug 19, 2024 @ 8:10am 
I'll test it with vcom and lambs soon. I know vcom had some scripts that did more work on individual AI in the past and it caused performance issues. I hope you are able to keep working on it, because this kind of thing is exactly what Arma needs.
FlyBooTFagundes Aug 14, 2024 @ 6:53pm 
LIKE LIKE LIKE
Dr. Diesel Submarine Aug 7, 2024 @ 3:36am 
The best AI mod I've used. Unfortunately, it absolutely nukes script performance on my dedicated server (to a point where even hold actions initiated by the players do not progress anymore).

We are running large scale MP missions from the Spearhead 1944 DLC campaign. It's fun AF but unfortunately it pretty much becomes unplayable because players can not revive each other, attach explosives, call artillery & CAS.
SteveTheHero Jul 29, 2024 @ 12:04pm 
Any chance of an update soon brotha?
TacticalMetalhead Apr 15, 2024 @ 2:49pm 
The only thing I dislike about this mod is how AI will cycle between prone, crouch, and stand even if they are selected to strictly be in a prone, crouch, or stand position.
J-Money Mar 31, 2024 @ 10:03pm 
Agreed, any possible way to make compatible with VCOM and or Lambs Danger.. would = best AI mod possible.
ThatSameGuy Mar 29, 2024 @ 5:42am 
can you make this compatible with Vcom and Lambs please.
SteveTheHero Feb 6, 2024 @ 2:44pm 
_unit setvariable ["RNG_disabled",true,true]; is not working for me, can anyone else confirm?
Silver Feb 5, 2024 @ 5:00pm 
just heads up if u have web knights melee it kinda bugs out as the ai cant melee hit each other XD
ferdinandzxz Jan 18, 2024 @ 7:29pm 
does it work with Vcom?
Jefferyson Jan 18, 2024 @ 12:32am 
THIS is the freakin AI mod i've been searching for for years dude THANK YOU!! Much cooler firefights!!
J-Money Jan 9, 2024 @ 9:17am 
hey everyone im running this awesome mod on my dedi server w this mission:
https://steamcommunity.com/sharedfiles/filedetails/?id=3134643148
Discord details are on that page. come join!
BlackKnight Dec 19, 2023 @ 1:11pm 
Hi, i found a weird bug when i use this mod in some SP Campaign or scenarios, that whenever i use it, the AIs in formation with AI squad leader sometime just walk backward indefinitely till the end of the map. Cannot call them to move or stop manually also
ovnxize Nov 5, 2023 @ 6:18am 
Hope you decide to come back to this, it's so close to being perfect :demoticon:
Kardagan Oct 19, 2023 @ 7:04am 
i need ACE compat!!! :steamsad:
Sheliz Aug 20, 2023 @ 11:38pm 
Someone has tried it with ACE and other ai mods?
Toksa  [author] Aug 19, 2023 @ 6:44pm 
@vicente Atm im taking a break from arma, but i may come back and do some updates, but no promises for now.
lunawire Aug 19, 2023 @ 9:49am 
Hey i took a big break from Arma 3

is this mod being mantained and did the bug where they run into water get fixed?
KILLBOT5000 Aug 3, 2023 @ 10:11am 
Keep getting this error. Doesn't affect the AI and the mod still works.

if ((isNu11
_ instigator && _source
_unit) OR _source) &&
Type Array, expected Number a
Error
Number ,Object ,side ,Group , Text,config entry ,Disp1ay ,Network
Object, Team member , Task ,Diary record ,Location
File
line 36

Thank you for creating this makes CQB more dangerous, fun and real
SteveTheHero Jul 24, 2023 @ 2:51pm 
Update soon perhaps? :(
Bud Liteyear Jul 20, 2023 @ 8:07am 
love your work, wish you had the motivation to polish them. They're conceptually awesome, just buggy.
GodDoor 𝕌𝔸 Jul 11, 2023 @ 12:01pm 
You mod work with “lambs.danger”?
J-Money Jun 23, 2023 @ 4:54am 
This mod is honestly incredible. I ran it over the top of Danger_Lambs (dev), VCOM (dev), and CF_BAI.

obviously theres little jankyness here and there, but its honestly incredible.

your mod is a HUGE step in the right direction. good/amazing work dude, i hope you continue to develop this.
iRAFFAS Jun 20, 2023 @ 4:01pm 
moving like idiot bots in cs. what a shame
J-Money Jun 18, 2023 @ 5:09pm 
looks like a pretty great step in the right direction. hope you continue to develop it.
combined with vcom and danger we could have pretty lifelike ai soon.
KyanPepper Jun 18, 2023 @ 7:34am 
Good mod! but I was really hoping that it would help AI teammates follow the player better, but they still break formation and even lay down with it on. Do you plan on fixing that in the future?
Deston Jun 1, 2023 @ 11:32am 
Any chance for ACE compatible?
vitalikilin May 20, 2023 @ 4:56am 
awsome mod, thanks!

so if i have the LAMBs cqb set to 100 meters, and RNG to 30, should work ok
Toksa  [author] May 6, 2023 @ 3:27am 
Max i can do is to make them work simultaneously, but not use the "brains" of LAMBS to control the movement. So depending on situation it switches to LAMBS or RNG, but i have to look more into it to make them work together.
菜de要死 May 6, 2023 @ 2:54am 
Can it adapted to LAMBS? @Toksa
Toksa  [author] May 3, 2023 @ 8:19am 
Probably not any time soon, as i'm having multiple projects going on same time.
SteveTheHero May 2, 2023 @ 3:05pm 
Can we expect an update any time soon?
Predator14 Apr 18, 2023 @ 8:30am 
@toxique, ok thanks you !
Froggyluv Apr 18, 2023 @ 7:17am 
Friendly Fire damage should be reduced by 80% when in RNG state. Its the only workaround as its just too expensive to make that many instant and repetitive LOS checks. A worthwhile tradeoff as one could assume in RL with fine motor control soldiers next to each other and stacked dont routinely shoot one another
Bud Liteyear Apr 17, 2023 @ 10:37am 
AI shoot before aiming, causing alot of unnecessary Friendly Fire. There needs to be some sort of check to make sure they are actually pointed at the enemy before they shoot, or at the very least a check to make sure no team mate is inside their cone of fire.

I watched half a squad wipe itself because the moment there was gunfire, they just squeezed regardless of what direction they were looking.

One LMG in particular just say there firing burst after burst directly into the ground next to him, not even in the general direction of the enemy, right in-front of the nose of a team mate who was laying prone facing the opposite direction.

While I like their increased movement and use of full auto at mid to close range. Their targeting seems like a downgrade.
Toksa  [author] Apr 17, 2023 @ 6:40am 
I can see if what i can do. Atm in editor or console you can use _unit setvariable ["RNG_disabled",true,true];, to disable single units,if it helps
Predator14 Apr 16, 2023 @ 10:15am 
Ok, can you at least add a CBA option to choose a single unit or a group of units that would be affected by the mod and the others not? because it would allow more flexibility in level design during the gameplay research phase?
Toksa  [author] Apr 16, 2023 @ 10:00am 
This started mod as i needed this for my other projects, and the main goal was never a realistic AI, but more like an AI you see in more casual shooter games. Ofc some of the features could be used and refined to fit more realistic gameplay or just more challenging due to the unpredictable movement of the AI, compared to the vanilla stand still movement. Right know i don't have the plans to make it more modular, as it would need much more work and sadly don't have the time for it, except some bug fixes. Things can change in the future if somebody want to help me with improving this.
Predator14 Apr 16, 2023 @ 9:48am 
infact the mod and well, my it's not realistic at all, we don't shoot while being on the move in the army, otherwise we no longer have any precision, I think the mod would be much better with more CBA parameters, example : put an option to define an AI unit affected by this mod and not only the cam or the group which activates this mod, which would allow more modularity and flexibility for the scenarios, because its really not great.
Wicked Apr 15, 2023 @ 10:43pm 
God bless you, always wanted this for the AI. It makes them more human.
Isaac Apr 5, 2023 @ 11:26pm 
AI is still dumb on it, not much of a challenge when they stay out of cover for so long lol
Toksa  [author] Mar 30, 2023 @ 6:46am 
@SteveTheHero thanks! I see what i can do
SteveTheHero Mar 28, 2023 @ 10:45am 
Note that trimming and updating has not been completed so please skip to 4:15 for the first video and 3:00 For the second video. Thanks for this amazing mod and the amazing work!
SteveTheHero Mar 28, 2023 @ 10:42am 
Hey Toksa, just wanted to post a few videos for documentation regarding the turning speed with this mod enabled with LAMBS and in the 2nd video ODKAI. The CQB AI seem to just stare and shoot blindly sometimes, hope these videos help https://youtu.be/qlnQ6LPsEns https://youtu.be/qNj5zt97of0