Redefining the CooP experience   If you want to know what is going on with Vcom AI, CLICK HERE!   Below is a comment from this youtube video about VCOM AI from Cmbunit01: Hello everyone! Sorry about the spotty responses, being busy is always fun.   Here is the "official" release. Please let me know if any errors are found and I will fix them ASAP. I tried my best to catch and fix errors with minimal play testing. Also, thanks to everyone for reporting bugs and providing suggestions for many a thing!   Vcom AI 2.94 Release!   To keep track of all the bugs/concerns, please post them at the Github so I can track them easier. Please provide as much information as possible. https://github.com/genesis92x/VCOMAI     Vcom AI version 2.94 MOD   Vcom AI version 2.94 SCRIPTS                  
  Pre-created Difficulty Settings By Pvt.Partz  
 
   
Vcom AI - Mod v2.9.4
Vcom AI - Script v2.9.4     Vcom AI aims to improve the AI’s combat abilities. This mod is not a miracle worker but attempts to create a CooP experience that is more dynamic and challenging than the traditional AI battles of ArmA 3. Perhaps watch a video below and read the features to see if it is something you’d like to try out! This is the first iteration of the new AI system...so expect bugs...I tried to test for them all, but I know I missed some. Thank you!     Videos Vanilla AI vs. Vcom AI     Explosive Specialist     Static Use and UAV Use     AI Clearing Buildings     Features   Configurable Varying AI accuracy   The AI’s accuracy can be easily configured depending on their rank level with the AIsetting.sqf or VCOMAI_DefaultSettings.sqf. These options can also be modified on the fly to simulate all sorts of different enemy types. This allows for a more customized experience on the battlefield.   AI Accuracy & Player Suppression   As the AI become more aware of the player’s position they begin to sight their weapons in and become more accurate. Staying in one position for too long can be potentially dangerous if the engagement lasts for too long.   AI Communication   AI groups will actually communicate to each other when engaged with enemy forces. It is up to the AI to respond in the way they see fit.   AI Use Of Cover   AI will more quickly run for cover instead of laying in the middle of an open road. If an AI is caught off guard, and in the open, it may try to throw a smoke grenade and suppress before running to cover.   AI Area Avoidance   AI will attempt to avoid areas that their buddies have fallen in. This can prevent situations where AI would continually walk through a door with 30 dead bodies inside and the enemy camped inside.   Improved Flanking   The AI will attempt to flank the player from *good positions*. This means they will try to prioritize good terrain/cover areas even if this means falling back. AI will, if given the knowledge, chase players across the map if needed. They will constantly hunt down the players if provoked. AI Responsiveness   AI should respond to threats a lot more quickly, and take cover as a result. If one unit in their squad takes fire they all will go into combat stance. AI that engage and kill a target will scan the area before going back into safe mode. They will not so easily/quickly go back into their default states as vanilla AI. AI will respond to gunshots from a further distance and also be alerted by explosions or bullet holes.   AI Suppression   AI can become suppressed when taking too much fire.  Suppressed AI will attempt to find cover and use smoke to escape the fire. If the AI are cornered they will simply try to kill the enemy, even if this means dangerously using a grenade in CQB.   Weapon Utilization   Want the AI to use those gosh darn static bags on their backs? What about using those big ol’ dang UAV bags? Well now they will! Expect AI to deploy static weapon bags in combat, use them to suppress/cover and then pack back up to move up.  Also expect them to use UAV’s to locate you and share that information with everyone else!   Mines & Explosives   AI will now use mines to kill unsuspecting enemies, or use explosives to knock someone out of a building if they don’t feel like breaching it.   Garrisoning   AI will garrison buildings to get a cover advantage over the enemy. Putting the AI on a HOLD waypoint will force them to garrison buildings, and move around, in their surroundings.   Formations   The AI will dynamically change their formation depending on the environment. If they are on a hill, and want to all fire down upon an enemy - they will use line formation. In a town, they will most likely use stag. formation. Of course, during combat the formations are not prioritized at all.   Vehicle Disembarking   AI will disembark vehicles much before they reach a known enemy. This allows them to position as they see fit before engaging. Helicopters will also automatically unload troops when deemed necessary by the AI.   IMPORTANT EDITING COMMANDS this setVariable ["VCOM_NOAI",true]; - This will turn off the VCOM AI on the given unit   This will make the AI not execute extra waypoint behavior OR respond to calls for help this setVariable ["VCOM_NOPATHING_Unit",1,false]; This will remove all the markers that AI spawn on the map if MARKER MODE is enabled. The more markers, the longer it takes. [] call VCOM_EraseMarkers;   Donation Info Hey all, If you feel like throwing a dollar at my wallet - I wouldn't argue. Donation or not, I appreciate you taking the time to take a look at my creations. I am by far not the best creator of A3 content, so please donate to the ones you believe deserve your hard earned money.