Sgt R. Nelson 10 Posted October 29, 2015 Benevolent People of the Internet, My understanding on the topic of scripting is quite grim, so I hope you'll offer me a modicum of patience if my question has been asked and answered already, though I've yet to find the answer for myself. My understanding is that the Arma 3 AI utilize a simple "If this/than" type of approach. I know there are AI modifications out there (such a bCombat, VCom) and they work to varying degrees, depending on what one is looking for, and the scope at which they're playing. The issue that's encountered, is when anything hostile (bullet, aircraft, a mean nasty disparaging remark about their mothers) happens within that AI's continent, any movement order they may have been given, is immediately overridden by the "If this/than", and the units turn into gargoyles with guns (they stop moving). It's disheartening to watch via Ares/Zeus a group of OPFOR AI move up to BLUFOR players, and to watch the AI just stop their movement when a bullet zings by. Deleting the move order to re-issue doesn't change this, and moving the unit to try and re-set also doesn't change this. It's frustrating, as it keeps one in Ares from effectively being able to flank, or assault, a player held position. Is it possible to write, or tweak, the AI script where their movement isn't immediately halted, or an override that can be utilized in Ares/Zeus regarding the unit's behavior where they'll ignore the aforementioned hostility? Or, is it possible to edit the AI script itself (a script I've not looked at, as I wouldn't know what it meant) to snip out the part that says "When that mean ol' bullet is fired at you, stop immediately and don't carry out the order given"? I hope my post has made some sense, and I appreciate your time. Share this post Link to post Share on other sites
terox 316 Posted October 29, 2015 You would have to heavily edit their fsm scripts to accomplish this. Share this post Link to post Share on other sites
SavageCDN 231 Posted October 29, 2015 What Terox is saying is that it is very complicated and without advanced scripting knowledge you won't get very far. AI FSM routines control the base AI behaviour and those are what needs to be changed. Try these mods and see what you like: @ASR_AI @VCOM @bCombat Share this post Link to post Share on other sites
Sgt R. Nelson 10 Posted October 31, 2015 I appreciate your responses and explanation that the FSM routine is what sorts out the AI. That's well above my knowledge base to think about dabbling in. bCombat has been tried, and it does offer a HUGE boost over the standard Arma AI. VCOM is next on my list. I like what I've seen from it so far, though I am worried about server performance under load. Only one way to know for sure, I suppose. I haven't gotten to ASR yet, though it's on my list. I was just hoping there was some little thought about simple snip and copy of a line of code here to there, that would solve the issue without having to resort to additional mods, etc. I suppose that would be too easy. Share this post Link to post Share on other sites