Arma 3
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Vcom AI V3.3.3
 
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Data Type: Mod, Server
Mod Type: Mechanics
File Size
Posted
Updated
0.479 MB
Jul 9, 2016 @ 7:15pm
Jul 16 @ 9:12pm
23 Change Notes ( view )

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Vcom AI V3.3.3

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Description
Vcom AI 3.3.3


SUBMIT BUGS HERE: https://github.com/genesis92x/VcomAI-3.0/issues/new/choose
Provide as much detail as possible

Use the GitHub page for the latest updates: https://github.com/genesis92x/VcomAI-3.0

Changes

---New Vcom base artillery system
-Lightweight artillery solution
-Artillery will become more accurate over time. Staying in one location is a death sentence in a pro-longed fight.

----CBA settings tweaked
----AI now are more easily suppressed
-Adjusted basic spawn settings, decreased AI courage by default

----Removed CQB fighting system
-This was causing severe FPS hits in towns, and had minimal gameplay impact

----Waypoint Generation change
-waypoints have a 25m completion radius to prevent AI from getting stuck
-AI will call for proportional support to enemy threats, instead of calling an entire sector.

----Zeus changes
-AI changed to respect zeus players more

----Vehicle Handling
-Removed Vcom Driving until better implemented
-AI will drop off troops more effectively!
-AI will get stuck in an endless mount/dismount loop less often.
-Aircraft will disembark troops to support nearby squads

----Many other optimizations/fixes






AI Modification: Faster, Smarter, and Deadlier AI.

Vcom AI 3.0 is an AI overhaul modification (Script or Mod) that aims to change the feel of combat in a PvE environment.

What does Vcom AI 3.0 offer?

Optimizations

For starters, Vcom AI 3.0 offers a noticeable increase of performance over its older counter-part, Vcom AI 2.81.

Functions on a group based FSM system, instead of an individual AI system. Allowing for better FPS, control, and cohesion with AI.

Removed fluff and unnecessary code from Vcom AI 2.81, making the mod/script much more focused.

Customization

Use the Userconfig file to modify Vcom AI to your liking, or if CBA is running you can modify the settings in-game and on the fly.

Advanced AI Direction and Threats

-AI will clear garrisoned buildings

-AI will automatically generate waypoints for more interesting and varied combat (AI will not do this if they have certain pre-placed waypoints or more than 1 move waypoint)

-AI move dynamically from cover to cover while following waypoints

-AI will call for on-map artillery for support

-AI will call for reinforcements proportional to the enemy threat

-AI will garrison structures temporarily in combat, if able

-AI will look for nearby static weapons to man

-AI will automatically deploy/pack static weapons

-AI will use satchels to drop buildings, or setup traps for enemies

-AI will use mines to on roads, in buildings, or wherever, to stop enemy movement

-AI will change formations depending on the environment

-AI will attempt to heal themselves or others when out of combat

-AI will attempt to rearm themselves from dead bodies, vehicles, and etc when low

-AI will steal empty or unlocked vehicles

-AI have a chance to ragdoll when shot, causing them to fall over briefly

-AI have an enhanced ability to hear and respond to gunfire from a distance

-AI will respond differently from a weapon that is suppressed or not

-AI on a hold waypoint will garrison a structure indefinitely, or until provided another order

-AI, with NVGs, will be able to see your IR laser and respond accordingly. Be careful where you point that thing!

-AI can have side based/classname based skill settings.

Ease of use

Vcom AI is easy to use. Install it, throw some units down, and go. It supports AI being spawned in dynamically, so there is no worry about needing to execute the code on every freshly spawned AI.

To manage specific AI group behaviors, simply use these commands listed below.

(group this) setVariable ["VCM_NOFLANK",true]; //This command will stop the AI squad from executing advanced movement maneuvers.
(group this) setVariable ["VCM_NORESCUE",true]; //This command will stop the AI squad from responding to calls for backup.
(group this) setVariable ["VCM_TOUGHSQUAD",true]; //This command will stop the AI squad from calling for backup.
(group this) setVariable ["Vcm_Disable",true]; //This command will disable Vcom AI on a group entirely.
(group this) setVariable ["VCM_DisableForm",true]; //This command will disable AI group from changing formations.
(group this) setVariable ["VCM_Skilldisable",true]; //This command will disable an AI group from being impacted by Vcom AI skill changes.



Known Issues

-AI's with mortars will still attempt to deploy the mortar INSIDE a structure.

-You must enable -filepatching on your server/machine if you want the userconfig folder to work. Not doing this may result in an error message.

Popular Discussions View All (50)
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1,028 Comments
Khorne Flakes Sep 15 @ 8:35pm 
Does this work with modded units?
HalfdeadKiller Sep 15 @ 4:24pm 
Any way to make modded artillery more compatible with VCOM?
ᛁᚢᚱᛃᛗᛖ Sep 15 @ 11:41am 
what good sp mods would you recommend running this with?
Ozi Sep 13 @ 11:26pm 
How to make support vehicles work?
The Major Viktor Reznov Sep 13 @ 1:13pm 
i have some black boxes with some white text codes so how can i solve this or hide
General Panzerboy [GER] Sep 13 @ 6:55am 
Idk why but the AI won't fire it's artillery and I wanted to ask if it's not working for everyone or if it is on my end
Kilroy Sep 9 @ 5:58pm 
hi can you force ai use full fire mode?
Allen Sep 9 @ 8:00am 
how does the surpression work with the ai? Does it work good?
TerraAtlus Sep 8 @ 3:51pm 
Just*
TerraAtlus Sep 8 @ 8:16am 
So i hust place down random ai then they patrol and other stuff on there own? no way points?