Arma 3
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Vcom AI V3.3.3
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Data Type: Mod, Server
Mod Type: Mechanics
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0.479 MB
9 юли 2016 в 19:15
16 юли в 21:12
23 бележки за промени ( преглед )

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Vcom AI V3.3.3

Vcom AI 3.3.3

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Use the GitHub page for the latest updates:


---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?


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.


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.

Популярни дискусии Всички (51)
26 окт. в 12:09
Sniper Engage Debug Error
29 юни в 19:25
Getting an error message
29 юни в 11:34
bots shoot automatic fire
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1,057 коментара
Just Ryan ZA 14 ноем. в 9:18 
AI still forgetting waypoints after being in combat...
The-Mighty-Spud 13 ноем. в 7:10 
I have -filepatching enable but still seem to get the error msg
Erotic Behavior 9 ноем. в 13:13 
-AI changed to respect zeus players more
-AI Will steal empty or unlocked vehicles

Yeah they are really respecting Zeus players because you can't stop them from running away and getting in a vehicle.
Also love when they will take YOUR vehicles and drive them face first into the enemy team.
ZeroClough 8 ноем. в 6:33 
My AI constantly moves near the vehicles even moving ones to take over even if they are not engaged in combat
Just Ryan ZA 4 ноем. в 3:37 
The character i play as randomly keeps healing them self, and it happens it such open areas...
SHOOT IT WITH FLAMES 31 окт. в 2:00 
is there a way to disable AI from moving to attack enemies by themsleves?
Goon 29 окт. в 15:14 
Is there a way to adjust enemy artillery fire? They are spot on 100% of the time.
No457_Stonehouse 29 окт. в 1:10 
FYI it was enabled by default for me
No457_Stonehouse 29 окт. в 1:04 
After much googling I eventually discovered today that the recent VCOM AI driving changes are responsible for a massive fps drop for me when an AI driven vehicle is present. 50ish fps down to 4-10 fps with many long pauses making things unplayable.

The effect only stops when the driver has been killed or gets out. Completely repeatable and was instantly fixed when I disabled VCOM AI driving functionality mid mission.

I can see that there is an issue logged by someone else on github but just wanted to advise that they are not the only ones affected and it's more than just an isolated thing.
[Reg. 42] Fenris 26 окт. в 12:18 
@Dominic You had forget this }; in the last line from the fnc_sniperEngage.sqf!