Arma 3
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DCO Soldier FSM
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
9.653 MB
Jun 25, 2022 @ 1:14pm
Feb 1 @ 11:30am
84 Change Notes ( view )

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DCO Soldier FSM

In 2 collections by YipMan
DCO COLLECTION
8 items
DCO SHOWCASE COLLECTION
37 items
Description
DCO Soldier FSM







Enhanced AI for infantry soldiers!





ABOUT:

DCO Soldier FCheck out the latest (Alpha) update here...SM is the first AI enhanment mod for individual soldiers.
The mod greatly enhances a soldier's survivability and efficiency by giving it a "reptile brain" which allows it to sense danger and react more human-like under fire.

Soldier FSM will with time replace features in Danger FSM,Pinned down and Tactical Combat Link.
The main advantage in Soldier FSM is the customizability.
Every part of the script can be configured in CBA Addon settings to your own preference.

Keep in mind that this is an Alpha version.
This makes you our eyes and ears when it comes to bugs and features.
We are NOT a dev team that doesn't listen to well informed advice and constructive feedback!
And if you wish to have your features implemented - we will consider it based on workload, manpower and whether we have the funding to do so.

IMPORTANT:


1. Soldier.FSM is not tested with Lambs Danger.FSM, VCOM, ALIVE or Bcombat.
Test at your own risk.
Most likely you will have some bugs and conflicts that we wont be able to fix.

2. Will DCO Chain of Command replace all known AI mods today?
Yes and the Ai will be completely autonomous and even virtual.
My original idea was to gather all the different AI programmers into one project developing an amazing AI.
However so far I've failed to make contact and to make any cooperation with any of them.
Let's hope that the popularity of this project will attract them to join forces with us - to make the most insane AI every in an acceptable timeframe <3

3. How can I help fund DCO development?

I have personally invested >3000 USD for the development of DCO mods, so donations of any size are greatly appreciated if you enjoy our work!

If you want to invest into a specific feature that you wish to see in our mod - please contact us.

All ideas are welcome <3

You can deposit to the following link:
Paypal.[www.paypal.com]





ROADMAP & FEATURES:


Alpha 1.0 Public test version

New feature: Fighting positions
- Place Modules /logics in Eden that allows AI to snap into any type of cover.
- AI in fighting positions will behave make use of cover in advanced ways.

New feature: Overrun
- AI groups overtaken by a larger force may surrender or flee.
- AI groups with high morale may fight back when outflanked or overrun.
- Surrendered AI can be arrested as POWs.
- Arrested POW can be executed.

Alpha 0.8

New features:
- Marksman FSM: soldiers with long-range scopes hunt HVTs
-Buddy rearm: Players get an action to calll for ammo when needed
-Buddy healing: Wounded players with no firstAid kit get action to call for medic.
-Squad feedback: Near AI soldiers will announce their actions and status

Alpha 0.5
- Multiple CBA addon params.
- New prone-duck animation in addition to the roll.
- Units in hold formation will not trigger hunt behavior for specialist units.


Alpha 0.4
- AI plants explosives on fortifications.
- AI hijacks empty vehicles with turrets.
- Headless client support
- Machine gunner upgrade
- AT hunts vehicles more effectively.
- Unit/group skills will affect SFSM behaviors
- EDEN/Zeus Modules allows to tweak behaviors.
- Above features will later port over to Security and Squad FSM.

Alpha 0.3
- CQB building clearing with params
- Take cover --> Hold cover with STEALTH and RETURN FIRE ONLY.
- Hold cover Overrun
- CQB Take cover in buildings
- Hide completed then take cover
- Hide when hearing vehicles
- Improved AT hunting
- Courage affects Panic in the open, AT hunt and hunker down chance.
- Emergency rearm pick up MG

Alpha 0.2 (ARMA 3)

Customizability :
- Our mods aim for a fully configurable experience.

Fan out & Take cover
- If the group hears gunshots, sees enemies that haven't engaged them, see bullet impacts/explosions near or hears bullets pass nearby the group will instantly seek nearby cover to the direction of the shooter.
- Units will hold cover for sometime before returning to normal.
- NEW: Units holding cover, but gets hit, will attempt to relocate to better cover.
- NEW: Units will no longer react to silenced weapons at a distance.

Hide from threats
- When a group faces a major threat - it will hold fire, fan out and hide out of sight.
- Current threats are: Armed vehicles. Future vehicles: Turrets, snipers at range and helicopters.
- Anti-tank units will not hide, but instead attempt to hunt vehicles with their launcher.

Dodge for cover:
- There will be two types of dodge depending on distance to cover.
- A unit far away from cover will take up a prone position and stay down until it's safe to come back up again.
- A unit near cover will prioritize to dodge for the best available cover.
- NEW: A dodge can be interrupted by a flinch.

Reactive fire:
- After a successful flinch a soldier will occasionally react to enemy fire by firing back as a form of protection.
- If the enemy is within LOS the soldier will target and attempt to kill him. If not the AI will fire in the general direction of the enemy.
- A soldier's courage will determine the delay between dodge/flinch and reactive fire action etc.
- A soldier with no available cover will return fire as a form of cover.

Emergency Rearm
- If a unit carrying a support weapon is killed, nearby riflemen will attempt to pick up the weapon.
- Currently only Anti-tank launchers will be scavenged - backpack included.

Emergency Heal
- A unit that is shot in the legs will heal in order to avoid limping into cover.

MORE FEATURES WILL BE REVEALED IN THE FUTURE:

COMPATIBILITY:

The follwing mods are suspected to cause issues with Soldlier FSM:
AI avoid prone, enhanced turrets, WMO walkable objects, VCOM, Danger.FSM,Prone lauchers (ACE version) and Project Injurie reaction.

There should be no issues with other mods, but as a base line we recommend disabling any system that controls reaction to fire.
And remember: Soldier FSM is in a testing phase, so what you see here is subject to change.


SUPPORT / QUESTIONS
In order to keep up with all the questions and requests we have decided to close the comment section on Steam Workshop

If you want to ask us questions and / or report a bug join our discord-server here.[discord.gg]!


JOIN US
If you got questions, suggestions or you want to contribute Join us on Discord[discord.gg]!

We need:

1) Testers. (yes we need your complaints, to get better).

2) Coders. (if you know some sqf, please join us and help us develop smart soldiers!).

3) Investors. (in order to get the biggest jobs done well and timely we need a steady funding to get it
done, even a couple of dollars goes a long way).

Donate here.[www.paypal.com]


4) Gamers. (we do also run an operations community for gamers, if you just wanna join and have fun, you are welcome!).