zach72 1 Posted February 19, 2014 (edited) 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 February 22, 2014 by zach72 Share this post Link to post Share on other sites
giorgygr 61 Posted February 19, 2014 Nice sum-it will help newer members to find *more easy what they lookin'for Thanks Zach :) Share this post Link to post Share on other sites
serjames 357 Posted February 20, 2014 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. Share this post Link to post Share on other sites
mordeaniischaos 3 Posted February 20, 2014 you forgot GAIA... Written by Spirit for MCCnot 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! Share this post Link to post Share on other sites
oktyabr 12 Posted February 20, 2014 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/ Share this post Link to post Share on other sites
Tyl3r99 41 Posted February 20, 2014 so what one is the best? Bcombat looks the most promising Share this post Link to post Share on other sites
SavageCDN 231 Posted February 20, 2014 (edited) 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 February 20, 2014 by SavageCDN Share this post Link to post Share on other sites
katipo66 94 Posted February 20, 2014 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? Share this post Link to post Share on other sites
maturin 12 Posted February 20, 2014 This is actually a very helpful thread. Share this post Link to post Share on other sites
SavageCDN 231 Posted February 20, 2014 ^ rare these days, eh? :p Share this post Link to post Share on other sites
foffy 58 Posted February 20, 2014 What AI mods compliment each other? I know TPW has conflicts with bConflict. Share this post Link to post Share on other sites
serjames 357 Posted February 20, 2014 Interested to know what you disabled on bCombat to get better mix between bCombat and ASR ? SJ Share this post Link to post Share on other sites
zach72 1 Posted February 20, 2014 was about to ask the same question. Give me any info you have, and I'll update the first post. Share this post Link to post Share on other sites
serjames 357 Posted February 21, 2014 http://forums.bistudio.com/showthread.php?173515-Asr-ai-3 I thought I'd get the ball rolling and post my setting here, but will re-direct them to the proper post SJ Share this post Link to post Share on other sites
oktyabr 12 Posted February 21, 2014 Speaking of ASR_AI3 looked what just popped up out of the woodwork :) http://forums.bistudio.com/showthread.php?173515-Asr-ai-3 Share this post Link to post Share on other sites
zach72 1 Posted February 22, 2014 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 Share this post Link to post Share on other sites
SavageCDN 231 Posted February 22, 2014 (edited) 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 February 24, 2014 by SavageCDN 1 Share this post Link to post Share on other sites
serjames 357 Posted February 23, 2014 Oops looks like we forgot one... http://forums.bistudio.com/showthread.php?167717-HETMAN-Artificial-Leader Share this post Link to post Share on other sites
perfectum 26 Posted February 23, 2014 Gonna try a couple of them out with a couple of friends and see what type of difference it really makes. Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted February 24, 2014 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. Share this post Link to post Share on other sites
potemps 1 Posted February 24, 2014 (edited) 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 February 24, 2014 by potemps Share this post Link to post Share on other sites
SavageCDN 231 Posted February 24, 2014 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 Share this post Link to post Share on other sites
potemps 1 Posted February 24, 2014 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. Share this post Link to post Share on other sites
SavageCDN 231 Posted February 25, 2014 ^ what did you disable from each mod if I might ask? Share this post Link to post Share on other sites
potemps 1 Posted February 25, 2014 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). Share this post Link to post Share on other sites