Arma 3
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{ALPHA} DCO Squad FSM
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Data Type: Mod
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4.341 MB
May 24, 2022 @ 8:19pm
Feb 1 @ 11:29am
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{ALPHA} DCO Squad FSM

Description
DCO AI A3 PRESENTS:


DCO SQUAD FSM


IMPORTANT
1. This is an experimental alpha release!!
- Do not expect this to act as the final product.

2. Expect bugs and changes that may break your missions.
- We might change features that could potentially break your missions.
- Best practice is to replace all modules after a major update to prevent errors.

3. Join the Discord[discord.gg] for more info.


What is DCO Squad FSM?
While Soldier FSM gives te individual soldier a nervous system, Squad FSM hands group leaders a brain!
In others words: Squad FSM allows leaders tactical responses in order to increase the groups effectiveness and survivability

Why should I use it?
Squad FSM makes the AI much more autonomous.
As a mission designer or zeus curator, you will not need to spend hours preparing missions, setting up complex waypoints and triggers or wasting time tweaking tons of AI mods to make something happen, that eventually break...
When we feel ready to release, Squad FSM in its simplest form, only requires you to drop Objective and Squad behaviours modules.
If you are more advanced or desire to tailor your experience, Squad FSM will be flexible and customise-able, allowing you to disable all functions on any group as you feel fit without the need of any scripting.

How do I set it up?
1. Defining objectives:
  • Locate Squad FSM modules in Eden or in Zeus (Later feature).
  • Select the OBJECTIVE Module and place it where you want the AI to capture or defend.
  • Double Click the module to get access to more options.

2. Defining Squad Behaviours:
  • Drag and drop the Squad Behaviour module next to a group or vehicle of your liking.
  • Synchronise the group leader or vehicle to the module.
  • Double click the module to specify the behaviour for that particular group.
3. Enabling spawned transport:
  • Drag and drop the Transport module and place it where you want transports vehicles to spawn.
  • Synchronise the module to a transport vehicle of your liking.
  • Make sure the vehicle has enough space for the squad you wish to transport.
  • NB! If no transport module is available, group leaders will search for available transport vehicles in near proximity.
4. Enabling Off-map reinforcements
  • Drag and drop the Reinforcements module and sync it with any group or vehicle of your liking.
  • When there are no available on-map reinforcements available, the module will spawn reinforcements when called for.
  • Reinforcements will behave according to Default Squad Behaviour settings.
  • To alter the Reinforcements behaviour, sync it with a Squad Behaviour Module.
  • NB! You can also spawn groups inside Transport trucks or APCs.


Features

1. Objectives:
  • New: Squads capture, defend and recon objectives.
  • Coming: Support by Fire objectives for SBF groups
  • New: Defending squads will search for Fighting positions (Compatible w/ "Entrencher" mod)
  • New: Sync triggers to (de)activate objectives
  • New: Quick Capture (Groups moves directly into capture zone instead of clearing it)
2. Logistics:
  • New: Transports will spawn and drop off infantry at safe positions around objectives.
  • New: Transports will drop off squads if ambushed while traveling.
  • New: Squads will confiscate near unlocked vehicles and use for transport
  • Coming: Supply runs
  • Coming: Rearming from supply crates & vehicles.
3. Coordination:
  • New: Squads calls for nearby IDLE groups to reinforce.
  • New: Reinforcements spawned using triggers.
  • Coming: Info sharing between groups for long range gunfights, suppression and situational awareness.
4. Support:
  • Coming: Fire missions (Mortars, Arty and CAS)
  • Coming: AI calls for AT support if facing armor.
5. Group Tactics:
  • New: Recon Squads /vehicles will capture Recon type objectives.
  • New: IDLE squads take cover, garrison and patrol (Coming)
  • Coming: Squad tactics (Assault, Defence, withdraw, Bypass and Fallback)
  • Coming: Group/vehicle Area suppression & Building dismantling
  • Coming: Squad Support by Fire behaviour
  • Coming: Recon RoE (Stealth and return fire only while traveling)
6. Vehicle behaviour
  • Coming: Vehicle unstuck (Getting stuck vehicles unstuck)
  • Coming: Vehicle tactics (Push, Flank, Hide based on threat assessment)
  • Coming: Preferred ammo (HE against LV's and soft targets. AP vs Armoured)
  • Coming: Field repair & rearm
  • Coming: Support by Fire (Objective type)

7. Squad interaction
  • Coming: Support by Fire (Objective type)
  • New: Dynamic objective markers
  • Coming: CTAB /Satcom situational awareness (Squad markers)
  • Coming: Player requested support (Player can call same support AI can)


36 Comments
Babal Disfarcado Jul 13 @ 12:04pm 
@Hitman

search for LAFS
Babal Disfarcado Jul 13 @ 12:04pm 
Is it normal for the Debug to show up on the bottom left everytime? On my addon options it is disabled but it still shows up.

@1CowboyR5 ... Same
YipMan  [author] Jun 25 @ 11:44am 
To all of you!

Join our discord! It will be easier to help you out there cause we have 7 mods on workshop that we need to track on !
Greatly appreciated !

Here is our discord:

https://discord.gg/YyAd3jBDHV
1CowboyR5 Jun 12 @ 1:15am 
Is it normal for the Debug to show up on the bottom left everytime? On my addon options it is disabled but it still shows up.
RubenP96 May 19 @ 11:54am 
So... I think I've discovered a bug. Units that have damage disabled will somehow have it enabled after being near an explosion. I know, it's super random, but it's a 100% caused by this mod after some testing. Unless it's a feature?
xXfentanyl$banditXx May 13 @ 3:45pm 
am i able to apply this to units spawned in the zeus interface?
Hitman Mar 18 @ 5:26am 
Hello great creator of cool mods) can you create a mod for equipment where bots use tanks, helicopters,drones, planes and artillery against infantry in a more advanced way and use different shells for this, for example, with a 10% chance that all the power will be used and not just machine guns?
Timoruz Mar 9 @ 4:43pm 
Also an option to not need a call to spawn reinforcements would be nice, for endless modes.
Timoruz Mar 9 @ 3:18pm 
I wish there was a way to reinforce based on manpower, rather than objective difficulty.
Ardy LvX Mar 8 @ 3:38pm 
I really appreciate your work. Thank you and bless up. :claugh: