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Vcom AI V2.0 - AI Overhaul

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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:

Quote

VCOM's first iteration was very impressive, I'll have to try this out. I set up a scenario about a year ago to test the headless client on my group's server, since we wanted to overcome the poor performance of the AI running strictly server-side as well as free up other performance issues. We were running VCOM as well at the time, and it makes the AI particularly formidable when they're working as multiple groups. We ran through the scenario several times, with about 8 of us (1/3rd of our full strength as a testing group) on against about a platoon+ of Russian light infantry. Typically we ran on a ratio of 1:3 players to AI to compensate for their poor performance, but we learnt quickly that the performance boost of the HC plus the decision making of VCOM made that less viable. Some of the situations we encountered with VCOM were e.g. completely outmanoeuvering us and surrounding us. We came under contact with one section, who then called another section to support them, all while a third section was flanking behind us to cut of our fallback position. Another example is us coming across a section patrol in a tree block who hadn't noticed us about 30 metres away. We set up a hasty ambush and under normal circumstances we would have won this engagement; with VCOM, however, the enemy managed to counter our ambush with overwhelming firepower and managed to kill all of us. [/size]


Probably the most fun I had with Arma 3 was doing a persistent ALIVE campaign that we ran for about 6 months. The ALIVE Commander would (relatively) intelligently react to our movements as players on the map and send out troops to engage us around their held objectives. Once they spawned in from virtual space, VCOM would kick in. So on the large scale, you had platoon-level flanking movements, and then on the ground you'd have the elements of the platoon coordinating with each other to engage us. One particular moment occurred where we tried to land a light-utility helicopter in a bowl between two ridgelines in an attempt to covertly approach a large town, one of the main objectives. An anti-air team had spotted us and started firing a Stinger at us, and because they had seen us they had alerted the ALIVE commander. ALIVE then started sending a QRF in our direction (unbeknownst to us). Once they arrived, they spawned in, and VCOM kicked in, leading to the enemy getting up on the surrounding ridge line and pinning us in the bowl. We weren't even able to fight out of that contact to get to the main objective, and had to conduct a fighting withdrawal in order to call the helicopter back in and get us out of there. I'd say overall it's the best AI enhancement I've seen in the Arma community. I'd thoroughly recommend it for dynamic, challenging scenarios[/size]

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

 

Quote

Vcom AI Changelog 12/2/2017 V2.94

*Fixed* Vehicles being too scary for AI to stay in.
*Fixed* Typos causing enum errors for disableAI commands 

*Fixed* Remove disableAI "WeaponAim" - as this command appears to no longer work.

*Fixed* Several small bugs

*Changed* AI will attempt to run for cover when disembarking from vehicles while in combat. Some AI will choose to engage the enemy, and then run for cover.

 

Quote

Vcom AI Changelog 9/11/2017 V2.91
*Fixed* AI will properly disembark vehicles, most of the time.
*Changed* AI will now only call in an appropriate amount of reinforcements.
*Changed* AI have a cooldown to how often they can call in reinforcements (per-region basis)
*Fixed* AI will no longer hug the ground for the rest of their lives after combat. PTSD is a serious thing and proper therapy needs more funding.
*Fixed* Aircraft transporting AI will now attempt to unload the troops, even if under fire. They used to wait until it was perfectly safe before.
*Fixed* Config errors
*Changed* VCOM In-game options dialog now only shows if you are an admin. It is now, by default, in the top right corner of the screen and will appear only if the player mouses over that area.

 

 

 

Quote

Vcom AI Changelog 2.81

*ADDED* AI have a better time following waypoints in combat.
*ADDED* AI will more aggressively clear out buildings now.
*ADDED* New settings in the userconfig file and VCOMAI_defaultsettings.sqf file for fine-tuning the queue system.
*FIXED* AI assaulting a point sometimes would get stuck when AI deemed no cover was findable.
*FIXED* Zeus controlled AI should now handle even better.
*OPTIMIZED* Many functions and scripts heavily optimized.
*OPTIMIZED* New queue system for AI taking cover and other HEAVY functions.

 

 

 

Quote

 

Vcom AI Changelog 2.8

*NEW* Added new suppression mechanics for both players and AI. This reduces ability to accurately return fire while under fire. Due to the experimental nature of this change this mechanic can be disabled or modified easily via the config.

*NEW* Added a new 'adrenaline' mechanic for both players and AI. This slightly speeds up units when under fire for a short time, allowing units to seek cover and positon more effectively. Due to the experimental nature of this change this mechanic can be disabled or modified easily via the config.

*NEW* Ability to disable weather effects to accuracy.

*NEW* Ability to select percentage impact of weather effects.
*NEW* Further implemented AI debug code to give a more accurate picture of what the AI are thinking and doing.
*FIXED* AI no longer have godly-insta detect when entering combat mode. Vanilla AI seem to have a boost to their detecting abilities in the last few patches.
*FIXED* AI will not run miles and miles to rearm now. (Thanks to burneddi and crewt)
*FIXED* AI will no longer magically know when a grenade has been thrown or a mine placed. Thanks to Dancorg! 
*FIXED* VCOM_AIMagLimit actually impacts the AI decision making now.
*FIXED* AI in vehicle types of "Planes" will no longer use VcomAI.
*FIXED* AI carrying mortars will not deploy and attempt to shoot said mortar indoors.
*OPTIMIZATION* VcomAI_RearmSelf script has been optimized thanks to Crewt!
 

 

 


 

Pre-created Difficulty Settings

By Pvt.Partz

 
 
 

 

news_download_a3_3.png
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.

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Release frontpaged on the Armaholic homepage.

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

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Nice job !

but now THE QUESTION "simple player" or Multiplayer compatible ?

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This is extremely promising. I will try this while playing WLA mission but i'm wondering is this will effect fps much.

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Short description: Redefining the CooP experience.

So i think also Multiplayer.

As a MOD this would be cool to boost normal public missions.

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Short description: Redefining the CooP experience.

So i think also Multiplayer.

As a MOD this would be cool to boost normal public missions.

However, having looked at the text in the scripts, there is no reference to "if is Server", "Dedicated" or "HC" so from a first look, I would suggest that this is CooP with AI and not humans, hence the redefining.

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Hey - neat project.

One note to the OP: aimingshake is the exception to the rule: 1 is worst (more shaking)

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Hey there, this sounds magnificent ! but one question over here, since I'm also a huge fan of the enemy occupation system.. Does this collide with it?

Or let's say, are the units that are spawned by EOS even affected by the AI changes?

Edited by minuz

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Release frontpaged on the Armaholic homepage.

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

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

Thank you Foxhound!

Nice job !

but now THE QUESTION "simple player" or Multiplayer compatible ?

These scripts were made with multiplayer in mind...I actually have not really tested them in SP, they appear to work the same in both environments.

This is extremely promising. I will try this while playing WLA mission but i'm wondering is this will effect fps much.

The scripts should have next to 0 impact before combat (my scripts really do not take over until battle). During combat? I'm not sure - I have not noticed any significant drops in performance. Of course, I am not blind ;) I am adding elements to the AI and I'm sure it does drain FPS somewhat - try not to spam too many AI?

Short description: Redefining the CooP experience.

So i think also Multiplayer.

As a MOD this would be cool to boost normal public missions.

This could probably be turned into a mod easy-peasy if wanted. I prefer this format only because it allows mission makers/ server owners an option for AI control without needing a mod or making their server appear yellow on the server list. This does mean that it requires an extra step to implement into missions, but at least it's just copying files over into a folder.

However, having looked at the text in the scripts, there is no reference to "if is Server", "Dedicated" or "HC" so from a first look, I would suggest that this is CooP with AI and not humans, hence the redefining.

Yeah :> The scripts are setup in a way that only the server ever really runs them - except for one script. I assume the AI are always on the server - with that said all the clients define the proper commands as well. So a HC should work just fine in theory. It is the server that looks for any units on the map and executes the AI code onto them if they already don't have it running, this means wherever those AI are local to, that machine will run all the scripts instead of the server.

Hey - neat project.

One note to the OP: aimingshake is the exception to the rule: 1 is worst (more shaking)

This is what I thought as well - I will need to put more research into this because I have had mixed results as well as seeing posts saying both things :/. Fortunately we can change it easily, I will have to change the default settings for the next update!

Thank you!

Hey there, this sounds magnificent ! but one question over here, since I'm also a huge fan of the enemy occupation system.. Does this collide with it?

Or let's say, are the units that are spawned by EOS even affected by the AI changes?

I'm not aware to the full extent what EOS does, so I can not give you a 100% accurate response. With that said, my scripts only take over once combat starts - and I can almost guarantee it would cause some silly results depending on what EOS does. Would it break the engine? Probably not. Would it break your mission? Maybe. Would the AI be very confused? Yeah - but what's new?

You could always test and see ha ha!

Edited by Genesis92x

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Very interesting will check it out. Thanks for releasing it!!

-This also affects any spawned AI during the mission?

-With regards to the server running most of the scripts.... would there be an option to also run on AI generated by the client in a mission (like CQB guys in ALiVE for example)?

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Very interesting will check it out. Thanks for releasing it!!

-This also affects any spawned AI during the mission?

-With regards to the server running most of the scripts.... would there be an option to also run on AI generated by the client in a mission (like CQB guys in ALiVE for example)?

This does affect any AI spawned in during a mission. The server frequently checks for new units to slap the AI changes onto - this should, in theory, work on AI generated by the client in a mission. I actually have not tested this but the clients have all the functions defined to run the AI just fine.

If it doesn't work by default, it would require a simple change in the init.sqf for it to work for clients too :>

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Finding this very interesting... problem found so far is after a bit, the report is being spammed with the following...::

Error in expression <_GoingToCombat == 0;>
 Error position: <_GoingToCombat == 0;>
 Error Undefined variable in expression: _goingtocombat
Error in expression <_GoingToCombat == 0;>
 Error position: <_GoingToCombat == 0;>
 Error Undefined variable in expression: _goingtocombat
Error in expression <_GoingToCombat == 0;>
 Error position: <_GoingToCombat == 0;>
 Error Undefined variable in expression: _goingtocombat

other than this issue, I am seeing lots of promise in the AI reactions and behaviors... :D

great job.

Raps

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Finding this very interesting... problem found so far is after a bit, the report is being spammed with the following...::

Error in expression <_GoingToCombat == 0;>
 Error position: <_GoingToCombat == 0;>
 Error Undefined variable in expression: _goingtocombat
Error in expression <_GoingToCombat == 0;>
 Error position: <_GoingToCombat == 0;>
 Error Undefined variable in expression: _goingtocombat
Error in expression <_GoingToCombat == 0;>
 Error position: <_GoingToCombat == 0;>
 Error Undefined variable in expression: _goingtocombat

other than this issue, I am seeing lots of promise in the AI reactions and behaviors... :D

great job.

Raps

Thank you! I must have deleted a bit of code by accident. When I get a chance I will patch that up!

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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.

Now, that's interesting! I needed some man-hunt elements for a mission - and the vanilla AI is so easy to shake off in Arma!

Edited by Pepe Hal

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This does affect any AI spawned in during a mission. The server frequently checks for new units to slap the AI changes onto - this should, in theory, work on AI generated by the client in a mission. I actually have not tested this but the clients have all the functions defined to run the AI just fine.

If it doesn't work by default, it would require a simple change in the init.sqf for it to work for clients too :>

Awesome thanks for the response!!

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hi just trying your script, dony know if its a bug, but suddenly all the men in my squad lost there helmets?? also all the enemy troops lost there helmets...

But besides that, it seems like i good script, like the ai garrison building thing :-)

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AI Pack Download UPDATE

- Version 1.01

Sorry for such a quick update. I accidently deleted a bit of code that affected the AI and their cover taking abilities... (thanks VRCRaptor)

Also fixed the players not being able to suppress the AI properly, this is why you don't release something at 1:00 AM!

Again, sorry for such a quick update. Have fun and thanks!

Now, that's interesting! I needed some man-hunt elements for a mission - and the vanilla AI is so easy to shake off in vanilla Arma!

They should provide you with that! I never tested it in-depth, you will have to let me know how it goes!

Awesome thanks for the response!!

No problem, thank you for supporting me!

hi just trying your script, dony know if its a bug, but suddenly all the men in my squad lost there helmets?? also all the enemy troops lost there helmets...

But besides that, it seems like i good script, like the ai garrison building thing :-)

Take a look at the first post. I know it's not immediately obvious, but it's a setting you can change in the VCOMAI init.sqf file. Scroll down to the bottom and change the "VCOM_AIHelmet = 1;" to "VCOM_AIHelmet = 0;" this should disable the issues you're having :D!

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thanks for the quick reply! :-)

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Sounds awesome, well done!

Also ask for making it a mod, would be great to test it in SP. If it is easy as you said would you mind do that when time allows?

Thanks again.

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Sounds awesome, well done!

Also ask for making it a mod, would be great to test it in SP. If it is easy as you said would you mind do that when time allows?

Thanks again.

I will see what I can do this weekend - it should be straight forward. I would not be surprised if this breaks Bohemia's campaign though...their missions tend not to be very lenient

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I need installation instructions. Such as which files i will put inside ARMA3 folder and where to.

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I need installation instructions. Such as which files i will put inside ARMA3 folder and where to.

I will add this to the front page :>

INSTALL INSTRUCTIONS:

1) Download the AI pack.

2) Copy everything in the init.sqf into your missions init.sqf

-If your mission has no init.sqf just copy the init.sqf into your mission folder

3) Copy VCOMAI folder into your mission folder

4) Save and export

5) Play

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Updated version frontpaged on the Armaholic homepage.

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

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Thanks for being so on top of it Foxhound, your work is appreciated

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Sounds really interesting. It really bugs me that the Arma AI just don't use their mortars / HMGs, preferring to just lug them around the battlefield on their back, so looking forward to trying this out at some point. Really enjoy getting mortared.

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