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Update

Time for an update, new threads added:

 

AI CAS, Helicopters, & Jets

Helicopters

  • AI Doorgunners in helicopters - on/off?
  • Setting the rotor speed AI-controlled helicopters
  • How to get one helicopter to follow another in formation?
  • AI Keep Getting Back Into Helicopters

Jets & Planes

  • How would i force AI pilots to spot distant enemy?

Multiplayer & Server

  • AI shoot own on dedicated
  • Credit AI Score to Player Group Leader? Dedicated Server
  • How do you manage AI-mod / no AI-mod on your server?

AI Actions, Behavior, Movement, & Shooting

AI Actions

  • Can AI use the support modules?
  • AI open and close Bargate

AI Shooting

  • AI shoot burstfire

AI Accuracy, Skill, & Spot distance

Skill

  • Arma 3 AI targeting

Spot Distance

  • AI scan sector help

AI Spawn & Respawn

  • Instantly respawn units

General, Enhancement, & Performance

General

  • Maximum number of AI and/or players

Mission Editing & Scripting

  • JBOY AI Scripted CQB Path
  • AI Spawn floating when using buildingPos or BIS_fnc_buildingPositions

AI Driving - Boats,Tanks, & Vehicles

Tanks

  • Tank AI Formations

AI Squad Command, Guides, & Join

Join

  • How to make injured units leave their squad and join a new one

 

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Update

Threads

AI Actions, Behavior, Movement, & Shooting

AI Actions

  • AI unit dies after conversation

AI Halo, Parachuting, & Paradrops

  • Making the AI wait to open their chute

Mission Editing & Scripting

  • Spawning two civilians with name

AI Accuracy, Skill, & Spot distance

Skill

  • AI Skill default

======================

Addons & Mods

Driving

  • AI Driving Control
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Update

Threads

AI Driving - Boats,Tanks, & Vehicles

Vehicles

  • AI won’t drive vehicle with items attached using attachtorelative

AI Triggers & Waypoints

Waypoints

  • Spawned AI not following waypoints sometimes

AI Actions, Behavior, Movement, & Shooting

AI Behavior

  • AI Lasers without Combat Behavior
  • AI dont engage after setcombatmode red

AI Movement

  • AI Moving During Prisoner Animation

AI CAS, Helicopters, & Jets

Helicopters

  • Make Spawned group get in a helicopter

AI Spawn & Respawn

  • Spawn AI
  • Respawn player in SP

AI Equipment, Gear, & Loadouts

Loadouts

  • How to apply Custom AI Loadouts via Spawn AI Module Expression Field

Scripts

Spawning

  • GF Auto population Zombie Script - Mod

===============

 

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I was thinking how to get into improving my mod's AI.... Well now i remember, all i need is here:slayer:

 

Cheers

Vd

 

 

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Lol ya man, thats what the thread is here for anything you need for AI, updated at least once a month or based on content released or being posted.

 

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Update

Scripts

- Updated a number descriptions, basically capitalizing sentences, and placing periods.

 

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Update

Time for another update, the following have been added to the Threads section of the list

with additions to the Scripts section added at the bottom.

 

AI Triggers & Waypoints

Triggers

  • [SOLVED]% of AI killed as trigger condition

AI CAS, Helicopters, & Jets

Helicopters

  • Friendly AI leader keeps calling insertion chopper back

AI Accuracy, Skill, & Spot distance

Spot distance

  • Enemy AI eye awareness marker

AI Actions, Behavior, Movement, & Shooting

AI Movement

  • How to make AI run through/ignore gunfire

AI & Buildings

  • Code AI in a group to a specific building location

AI Spawn & Respawn

  • Activate and Deactivate AI Spawn Module with Sectors

AI Accuracy, Skill, & Spot distance

Spot Distance

  • Disguised enemy in cars Players interacting with

Skill

  • Tweaking AI Skill

AI Triggers & Waypoints

Waypoints

  • Get Respawned AI to Proceed to Objective Automatically

AI Hunting player/group

  • How to make AI QRF/Hunter killer team?

AI Dialogue, Interaction, & Speech

  • [SOLVED]Choosing AI language at mission start?

SCRIPTS

Skill

  • AI Accuracy Testing Script (with Suppression)
  • AI Detection test tool
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Update

Aside the update adding new listings in my above post, in this update i have done the following:

  • Turned all the subjects under a subject into spoilers, (dropdown menu).

I had done this to reduce the distance and time it takes to scroll the page for the user as alot of the subject listings are getting long.

 

     So you have a subject and within that subject are more subjects, with listings for each, they now have their own spoilers, so when you open a spoiler to revel the hidden content,

and you are presented with further subjects, they to have their content contained within a spoiler, at some point this looks a bit cluttered, which i can understand,

i have no other way i can think of to make the entire list more efficient to where the user has to scroll less, and get the information they seek faster.

 

imo its about efficiency in search and that means the less you have to scroll the more time you save in your pursuit for information.

    Any points or suggestions on this im open, im looking for better ideas to help keep the thread clean, organized, and efficient to where

the search time is reduced to the minimum.

 

Other updates to the list:

  • Adjust the font color of a few of the subjects as they were not consistent with the rest of the thread subject font color, idk how i missed it before but fixed now 🙂
  • Reduced quite a number of thread titles in terms of how they are described, removed words where their not needed like for arma3 (when the whole thread is for arma3), and other misc related.

Did this to reduce the character count as the whole thread has a character limit, if i exceed that i cant add anymore listings, and last i want to do is add another page, which may not be

a bad idea for subjects themselves, but problem with that, is now you got to load new pages and then reveal their content, so not efficient.

============

Thats it for the update for now. Cheers!

 

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Update

Threads

AI Dialogue, Interaction, & Speech

  • Language of the AI

AI Driving - Boats,Tanks, & Vehicles

Tanks

  • Tab targeting for AI tank gunners

AI Spawn & Respawn

  • How to Get Respawned AI to Proceed to Objective
  • ALIVE mod dynamic AI spawner how do i put scripts on spawned ai?

AI Hunting player/group

  • Hunters chasing player, problem with vehicles

Mods

Enhancement

  • LAMBS Improved Danger.fsm 
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Update

Misc changes and adjustments: Maintenance update

  • Replaced title and information in addon/mod listing for All-in-one Command Menu which is no longer maintained to current one All-in-one SP Project
  • Some thread titles had no capitalization now fixed
  • Located several full urls and replaced them with tiny urls
  • Adjusted many titles of thread listings by shortening them, removing redundant words being used, words that would get same point across ect,.

Note

This update for urls, and reducing character count is crucial to keeping this thread intact to prevent character limitation on the thread, as there is a 100,000 character limit for a given post.

so a character can be a letter, a punctuation like a period, semicolon, question mark, quotes, ect,.

     Once the character limit has been reached i would need to create a new thread, i've done this a couple years ago and had to fix the thread and thats why the thread

is why it looks and functions like it does today so this update was mainly a maintenance update, aside the addon/mod listing which was a needed update.

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2 hours ago, Gunter Severloh said:

Update

Misc changes and adjustments: Maintenance update

  • Replaced title and information in addon/mod listing for All-in-one Command Menu which is no longer maintained to current one All-in-one SP Project
  • Some thread titles had no capitalization now fixed
  • Located several full urls and replaced them with tiny urls
  • Adjusted many titles of thread listings by shortening them, removing redundant words being used, words that would get same point across ect,.

Note

This update for urls, and reducing character count is crucial to keeping this thread intact to prevent character limitation on the thread, as there is a 100,000 character limit for a given post.

so a character can be a letter, a punctuation like a period, semicolon, question mark, quotes, ect,.

     Once the character limit has been reached i would need to create a new thread, i've done this a couple years ago and had to fix the thread and thats why the thread

is why it looks and functions like it does today so this update was mainly a maintenance update, aside the addon/mod listing which was a needed update.

Thanks. Just one tiny problem: The link for Addons & Mods doesn't seem to be working anymore. Did you accidentally remove the comment?!

Edit: Seems to working! My bad.

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2 hours ago, Leopard20 said:

Thanks. Just one tiny problem: The link for Addons & Mods doesn't seem to be working anymore. Did you accidentally remove the comment?!

Edit: Seems to working! My bad.

     There is an issue with the thread, and only with the Addons, Mods and Script posts, as when i update them, and this is any edit i make,

whether i add something or whether i capitalize a letter dont matter, the post goes hidden once i save the edit.

 

    So after making my updates, i have to report my thread and then one of the moderator's would unhide it, its been like this for the

past couple of years, idk what it is but it wont do it with the OP,  its a forum issue or maybe that im linking another post in the OP,  as far as i understand

its nothing i can do on my end but hope that one day the forum is "fixed" or adjusted so the 2 posts dont go hidden after i make my updates and save.

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Update

 

Scripts

Moved 2 scripts from the Occupy section to the Garrison section as they were for garrisoning infantry.

Thanks to RCA3 in another thread for the headsup :rthumb:

 

Grimes' Building Occupation Script SP/MP
by Grimes [3rd ID]
http://www.armaholic.com/page.php?id=25268
This script provides the mission maker an extremely simple way to occupy a set of buildings within a radius

with a random or fixed amount of AI.

 

Infantry Occupy House Script SP/MP
by Zenophon
http://www.armaholic.com/page.php?id=26343
This script teleports AI units into the nearest building at appropriate window positions.

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Update

Added - Threads

 

AI Actions, Behavior, Movement, & Shooting

AI Actions

  • Force AI running formation

AI Behavior

  • Detect when ai unit aiming weapon at other ai unit
  • Force AI groups to support other AI group under fire

Shooting

  • AI Unit stop fire on player

AI Spawn & Respawn

  • Passing arguments/params when spawning ai
  • Spawn ai behind selected player
  • Spawn units when player near markers

AI Triggers & Waypoints

Waypoints

  • AI squad won't listen to GET IN waypoint

Mission Editing & Scripting

  • Kill/Destroy AI units that leave the area/Trigger Zone

Multiplayer & Server

  • AI surrender script multiplayer

AI CAS, Helicopters, & Jets

Helicopters

  • Task completes when AI get in helicopter
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Update

 

New Additions

Scripts

Skill

  • FIX - Added a link to AI Detection test tool - idk how i missed this, but its fixed now!

Special Actions, & Behavior

  • Added - Assistant Machinegunner and Assistant Anti-Tank

Addons & Mods

Combat

  • FIX - Added a link to Hors de combat as somehow i had forgot the link when adding it to the list. - Thanks to RCA3 for the headsup!  :thumbsup:

Enhancement

  • Added -  LOGIC FSM - Thanks to RCA3 for the headsup!  :thumbsup:
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Update - Last update for 2019

This will be my last update for the AI Compilation list for 2019, unless i find, or something new comes along before new years,

in the meantime i want to wish you all a Merry Christmas 🎅 i hope that my list and work here has helped you in some way

in the past year, i will see you all in the new year with hopefully more interesting new updates! Cheers!

============

 

Added - Forum Threads

Mission Editing & Scripting

  • Disable AI Head Looking Around

AI Dialogue, Interaction, & Speech

  • Get notification when friendly AI killed?

AI Driving - Boats,Tanks, & Vehicles

Boats

  • AI board AI controlled boat

AI Equipment, Gear, & Loadouts

Gear

  • Prevent looting of AI

AI Actions, Behavior, Movement, & Shooting

Movement

  • Make AI not move

AI Spawn & Respawn

  • Spawn ai check limit

AI CAS, Helicopters, & Jets

Helicopters

  • AI helicopter pinpoint landing

Misc

  • Reduced font size of one subcategory title as it was inconsistent with the rest in same section.

 

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I have been looking for a script that makes AI casually mill around, stop and light a cigarette, loiter in a small area. I thought it was something that KillzoneKid made a long time ago but just can't find it. I figured this thread would be an ideal place to ask.

Thanks

 

Upupupup! wait a minute, I found it!

It was Johnnyboy and here it is although this one is chatter. I think there is one where they occasionally light a cigarette too.

 

https://forums.bohemia.net/forums/topic/190880-release-jboy-patrol-chatter-and-lights-onoff-scripts/

 

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1 hour ago, pvt. partz said:

script that makes AI casually mill around, stop and light a cigarette, loiter in a small area.

I haven't come across such a script, and Jboy's script there you linked is for turning on the AI's gun lights at night, there is all the scripts he made in his compilation

https://forums.bohemia.net/forums/topic/226505-jboy-scripts-compilation/ a

also linked in his sig, but i dont see any for what your looking to do, maybe ask him on his thread if he can look into creating such an action for the AI, would be interesting to see.

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Quote

I haven't come across such a script, and Jboy's script there you linked is for turning on the AI's gun lights at night, there is all the scripts he made in his compilation

...mmm, the AI do turn on the light attachment but I think the squad leader also talks up commands every so often (30sec's default I think). Maybe I just read more into this particular script than was actually there. Wishful thinking perhaps? 😄

Since I only play Pilgrimage, pretty much, I see where you have to place the script into the squad leaders init but I was wishing it could be made as a mod to randomly select a group in a players LOS (area)

I'll ask him real nice if he can make such a thing. A simple mod for players like me. 😚

 

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Update

New additions for the new year!

Added:     Threads

 

AI Actions, Behavior, Movement, & Shooting

AI Actions

  • Scripted Takecover for ai?

Movement

  • Making AI avoid mines
  • How to get AI unit to approach a vehicle's driver door?

AI Behavior

  • AI walking with weapon lowered keeping formation

AI Triggers & Waypoints

Triggers

  • AI to fire or not to fire via trigger

Mission Editing & Scripting

  • AddAction for multiple AI units Possible?
  • Place units in a 360 degree circle position facing inward toward an object

AI Spawn & Respawn

  • How to despawn AI after completing a waypoint?

=============

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Update

Added the following:     Threads

 

AI Triggers & Waypoints

  • Easy way to set waypoints for ai in multiplayer

AI Driving - Boats,Tanks, & Vehicles

Vehicles

  • Ai get in separated vehicles
  • How to prevent AI change seat in a vehicle?

AI Squad Command, Guides, & Join

Squad Command

  • How does command "Engage" - "Engage" vs "Engage At Will" vs "Disengage" work?

Join

  • Making AI follow player without joining group

AI Spawn & Respawn

  • Help with ai spawn module and ai spawn sector
  • Respawn group AI

AI CAS, Helicopters, & Jets

Jets & Planes

  • How to get the AI to fly in a straight line

AI Actions, Behavior, Movement, & Shooting

Actions

  • AI take weapon using TakeWeapon action [SOLVED]
  • Make civilian AI occasionally sit

Behavior

  • Getting AI to react more naturally

=====================

 

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