breeze 0 Posted May 15, 2015 I haven't hardly played Arma 3 at all in comparison to when I used to play Arma 2 and back then UPSMON I think it is called was the best overall AI handler they had for the opposition for SP and COOP games. Is this still the Creme of the Crop in terms of an overall management of enemy AI patrolling and doing sweeps through buildings etc?? Share this post Link to post Share on other sites
Grumpy Old Man 3549 Posted May 15, 2015 There's quite a few of those around, figuring out which fits your needs can be quite fun. Enjoy. Share this post Link to post Share on other sites
breeze 0 Posted May 15, 2015 Yeah well drop me a couple names with the pluses and minuses if you could Share this post Link to post Share on other sites
bull_a 44 Posted May 15, 2015 there are already a few BIS functions in game e.g. BIS_fnc_taskPatrol. Also you can use BIS_fnc_prepareAO. To get this working you need to put down the Simulation Monitor module along with some triggers (they have to larger than 500x500) with specific text names e.g. GEN_Infantry. The spawned units will take the side of the trigger activation. Another one, and my favourite (because its so easy to setup) is Urban Patrol Script, UPS. Just place a group down, place a trigger and write the code as referenced in the readme file of the UPS.zip download folder (quick Google search will get you to the right place). Hope this helps, Bull Share this post Link to post Share on other sites
Grumpy Old Man 3549 Posted May 15, 2015 It's all there in the link. Share this post Link to post Share on other sites
breeze 0 Posted May 15, 2015 That is the one I used to use, I loved it but I have seen a lot of different AI modifiers and I do want the smartest and most realistic AI I can find Share this post Link to post Share on other sites
whiztler 137 Posted May 15, 2015 Patrol scripts do not always modify AI behaviour. UPS is an easy to implement patrol script. If you want more options (and control) I suggest you take a peek at DAC. For enhanced AI behaviour have a look at ASR AI Share this post Link to post Share on other sites
jandrews 116 Posted May 16, 2015 i used VCOMAI until being broken... BCombat, ASI AI, UPSMON, GAIA all do pretty much the same. What do you want to do? just patrol? or react to combat, throw smoke, take cover and kick azz more so than default BIS? Share this post Link to post Share on other sites
breeze 0 Posted May 16, 2015 Well honestly I wish they didn't remove the patrol module..but they did..Because I would have used that with whatever else. I am only playing around with single player missions for now. So I would have used the module for the player side bases and such for environment stuff...but then I need something good for opponent AI that really makes them challenging and smart.. Good patrols taking cover etc. Share this post Link to post Share on other sites
jandrews 116 Posted May 17, 2015 Breeze said: Well honestly I wish they didn't remove the patrol module..but they did..Because I would have used that with whatever else. I am only playing around with single player missions for now. So I would have used the module for the player side bases and such for environment stuff...but then I need something good for opponent AI that really makes them challenging and smart.. Good patrols taking cover etc. personally i would just use GAIA. you have to set it up with marker zones and place commands in TL init fields but well worth it. Like i posted, VCOMAI is well worthy of this and less hassle but its broken until further notice. Look up GAIA and learn to use it. great addition. But you probably cant go wrong with any of the previous listed in last post. Share this post Link to post Share on other sites
Von Quest 1163 Posted May 17, 2015 Have you tried ALiVE yet? Amazing all-around, one-size-fits-all system. A few modules and it'll fill the entire (supported) map. Occupation, Invasion, Asymmetrical, CQB, Patrols, Camps, Roadblocks, etc. Then you can add your own units as well and use taskPatrol to add more specific patrols, or guarantee areas will indeed (or not) have enemy presence if using ALiVE with random settings. We usually setup ALiVE to handle the entire map randomly, then I sprinkle enemy AI throughout with random placement radius in the more isolated rural areas to make sure no nook or cranny is complete safe, since ALiVE spawns most units around towns, strategic areas, and key infrastructure. Share this post Link to post Share on other sites