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zach72

MP AI Enhancement Mods (overview/list)

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I thought it would be worth having a discussion about the various AI enhancement mods out there, and which are generally agreed to be good in Multiplayer and currently supported/being developed.

Ideally to group all the options together in one place, and identify if there is a hole that needs filling, or which suit what purpose best.

Here is a list of all the AI enhancement mods I've found trawling around these forums:

ASR_A3 by Robalo

http://forums.bistudio.com/showthread.php?173515-Asr-ai-3

AI rate of fire and engagement range tweaks. AI skill and hearing range reconfigured. AI group radio threat sharing.

Contains some custom code to handle popular unit mods.

STATUS: New forum thead for A3 version (as of 22/2/14) Created for Dedicated servers/MP and works with bCombat

bCOMBAT by fabrizio_T

http://forums.bistudio.com/showthread.php?171436-OPEN-BETA-SP-bCombat-infantry-AI-Mod

AI morale, enhanced reactions, reduced accuracy, suppression, enhanced cover use.

STATUS: Single player only mod. Author still active, last update 18th January 2014. Confirmed to work in MP without certain animations. config changes may be required.

TPWCAS by Ollem

http://forums.bistudio.com/showthread.php?166800-TPWCAS-for-A3-AI-Suppression-System-suggestions-comments-ideas-discussion&highlight=TPWCAS

AI supression system in mod and script form

STATUS: Author still active, last update 19th November 2013

FIREFIGHT IMPROVEMENT SYSTEM (FFIS) by Zooloo75

http://forums.bistudio.com/showthread.php?161738-Fire-Fight-Improvement-System&highlight=ASR_AI

Enhanced AI movement and suppression

STATUS: No post from Author since 25th December, 2013. Alive thread suggests this mod now has odd AI behavior

VTS DUCKHUNT by L etranger

http://forums.bistudio.com/showthread.php?169847-VTS-Duck-Hunt&highlight=duckhunt

Increases range of AI engagement. Only works with vanilla Arma3 weapons

STATUS: Author still active by no updates since December 2013

Artificial Intelligence Support System (AISS) by Mikey74

http://forums.bistudio.com/showthread.php?165908-Artificial-intelligence-Support-System!-Released&highlight=AISS

AI intel between groups, AI artillary,

STATUS: Author still active, last update 14th January 2014

TPW-MODS by TPW

http://forums.bistudio.com/showthread.php?164304-TPW-MODS-enhanced-realism-immersion-for-Arma-3-SP

A Single Play mod pack that includes some previous mods bundled together, including:

TPW-LOS: AI Line of Sight system

TPW-EBS: AI Supressive fire system

TPW- FALL: AI reaction to bullet impacts system

STATUS: Developed strictly as SP only. Free for anyone to try to convert to MP.

ZEU_SERVERSKILL by Terox

http://forums.bistudio.com/showthread.php?152393-zeu_ServerSkill-(Serverside-AI-skill-setting-addon-with-userconfig-configuration)&highlight=ASR_AI

Changed skill level of all AI on the map (overwriting the aim-bot ability of AI)

STATUS: No post from Author since 9th August 2013

WW AI COVER by Windwalking

http://forums.bistudio.com/showthread.php?161875-WW-AICover&highlight=ASR_AI

Enhance AI cover and suppression, borrowing from TPW-EPS and TPW-CAS

STATUS: No post from Author since 8th October 2013. Not compatible with Dedicated Servers.

GAIA by Spirit

http://forums.bistudio.com/showthread.php?150909-MCC-Sandbox-3-Dynamic-mission-creating-tool-for-ArmA-3&p=2618885&viewfull=1#post2618885

STATUS: Part of MCC, not yet released

UPS/UPSMON now maintained by Cool=Azroul13 **SCRIPT not mod**

http://forums.bistudio.com/showthread.php?170803-UPSMON-Updated-to-ArmaIII

AI Enhancements and patrol/garrison scripts

STATUS: active forum thread

ENEMY OCCUPATION SYSTEM (EOS) by Bangabob **SCRIPT not mod**

http://forums.bistudio.com/showthread.php?153100-Enemy-occupation-system-(eos)

Dynamic spawning/despawning of AI units

STATUS: active forum threadtIf you know of any more available out there, or have more/updated info on the ones I've listed above please let me know and I'll update this post.

Edited by zach72

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Nice sum-it will help newer members to find *more easy what they lookin'for

Thanks Zach :)

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you forgot GAIA... Written by Spirit for MCC

not sure what the release eta is but I'm assured it's impressive.

I've yet to see how it integrates or if it can integrate with the likes od ASR and bCombat, but it's going to be fun finding out :)

SJ

EDIT: just need to challenge the SP only on bCombat. Many servers including our own ALiVE server are running this fine on a Dedicated MP server. It wasn't originally designed for MP - some of the animations it adds won't work, but the Ai pathfinding, Hunting you down, entering building etc etc, taking cover and fortifying a building DO work fine.

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you forgot GAIA... Written by Spirit for MCC

not sure what the release eta is but I'm assured it's impressive.

I've yet to see how it integrates or if it can integrate with the likes od ASR and bCombat, but it's going to be fun finding out :)

SJ

EDIT: just need to challenge the SP only on bCombat. Many servers including our own ALiVE server are running this fine on a Dedicated MP server. It wasn't originally designed for MP - some of the animations it adds won't work, but the Ai pathfinding, Hunting you down, entering building etc etc, taking cover and fortifying a building DO work fine.

That's good to know, I've been wanting to give ArmA a bit of fresh life for my group, perhaps bCombat is the solution!

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UPS/UPSMON and other scripts and addons that make use of them like EOS. These are really intended for the mission designer, not client side for the players, but they really DO work, even on multiplayer. It's nice to have AI use covering fire and flanking tactics :D

http://kronzky.info/ups/

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Thanks for this great idea!!

GAIA E.T.A. is this weekend according to the MCC thread.

https://dl.dropboxusercontent.com/u/56634804/MCC%20GAIA%20v1-1.pdf

ASR_AI was just updated on Feb 17th with a download link (in addition to PWS, SU repo)

http://arma-sr.bzbit.com/

I can second what serjames has posted - bCombat does work in MP with the caveat that certain animations won't work (perhaps some other minor issues too but nothing game-breaking).

---------- Post added at 12:31 PM ---------- Previous post was at 12:29 PM ----------

so what one is the best? Bcombat looks the most promising

I haven't testing in a while but I found ASR_AI and bCombat together as the most promising... knowing that certain features need to be disabled in bCombat to avoid interfering with ASR_AI (which was just updated so not sure how well it's working now)

Edited by SavageCDN

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Yes! Looking forward to seeing what GAIA is about.

I don't think there's really a best as most do or focus on different priorities, I like Bcombat as AI will use cover a lot and give a bit more of a believable fight than vanilla, they like to go inside buildings for cover, ive been taken out many times from AI camping in buildings.

People really need to test these mods in simple missions first as they may do what it says on the box but also have some other adverse effect elsewhere that might be important to your missions?

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What AI mods compliment each other? I know TPW has conflicts with bConflict.

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Interested to know what you disabled on bCombat to get better mix between bCombat and ASR ?

SJ

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was about to ask the same question. Give me any info you have, and I'll update the first post.

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First post updated with more intel.

PlayWithSix inform me that they have been asked not to provide bCombat until it is out of Beta phase and under general release.

Currently available via PWS:

@TPWCAS_A3

@ASR_AI3

@VTS_Duckhunt

@TPW_MODS

@FFIS

@WW_AICOVER

@AISS

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Interested to know what you disabled on bCombat to get better mix between bCombat and ASR ?

SJ

I think it was just the find cover, smoke and hearing options of ASR_AI (this is from memory as my gaming PC is dead)

seekcover = 0;    
throwsmoke = 0;     
gunshothearing = 0; 

Also turn this off in MP with bCombat:

bcombat_fancy_moves = false;

edit:

From ASR_AI thread:

"I don't know, but I would expect conflicts. For instance, if bcombat uses a customized danger fsm, it would be either that one of the one from asr_ai3_sysdanger that would be loaded." - Robalo

Edited by SavageCDN
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Gonna try a couple of them out with a couple of friends and see what type of difference it really makes.

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Nice list so far, Zach72 are you planning on doing all AI related addons, mods, scripts, ect,. or just specific addons and mods, as you could put together a nice compiled list,

something like I had built for Arma2/CO seen here:

http://forums.bistudio.com/showthread.php?117674-AI-Compilation-List-of-Addons-Mods-Scripts-amp-Misc

I was planning on doing a list sometime that just compiles everything AI for Arma3 but never got around to it.

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Hello everyone, i want to ask for anyone who tested asr ai with bcombat - how it acctually works for you, any impressions? Also i want to ask what happen if i mix this with mcc sandbox - how it works. And my final question - do you use dev build or stable versions. Thanks for answer and regards :)

Edited by potemps

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see previous page my post.. with the caveat that this was tried some time ago (before bCombat was in beta release) so things may have changed. What we really need is some tests with the current versions of both (and with a 'standard' mission)

More info with regards to TPW mods and bCombat:

With TPW - I guess that disabling EBS and LOS should do it, both things are handled also by bCombat at core level, so i can't disable them

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Well i just tried those bCombat and Asr Ai run at the same time, and im really impressed, i didnt found any problems with combatibility, it works just well, i played 2 single player missions (clean sweep, and revenge) and only problem that i had, is one of my unit in revenge get blocked afrer first objective. My teammates behave was really great, i didnt pay so much attention to commanding them, i just put them into city in danger behaviour and result was - city cleared, 1KIA 2WIA and one blocked, and my enemy lost all of his units :)

I see also they are behaving much better when i dont giving them orders to target someone - they just work as a team then and not spreading for the whole area and making them easy targets to pick.

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I disabled things mentioned in last page, i used ASR AI and bcombat 0.16 (devbuild). It works nice, but still have some issues that i mentioned yesterday. After last Arma 3 update, some scripts not working in bcombat, and after all - AI get little worse - but its my opinion. I hope BIS is working on it :)

PS

Tell me guys, why when I'm leading a group, they behave really nice (teamwork etc), but when i give them a AI SL, they behave retarded ? Even in danger mode they moving nice (without this covering jumps one after one - you know what i mean).

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