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Vcom AI 3.1

AI Modification: Faster, Smarter, and Deadlier AI.

 

Vcom AI 3.1 is an AI overhaul modification (Script or Mod) that aims to change the feel of combat in a PvE environment.

 

HUGE THANKS TO FREDDO FOR GETTING VCOM 3.1 TOGETHER! IF THERE IS ANY PROBLEMS, MAKE SURE TO MESSAGE HIM :D! 

 

Added
Changelog
Rydigiers "Fire For Effect" artillery system
CBA settings support for "Fire For Effect" artillery system
Parameter for forcing speedMode "FULL"
Descriptive header for all Vcom functions
VCOM is now licensed under the ArmA Public License - Share Alike
Zeus to mission.sqm

 

Changed
Vcom will not give flanking orders to AI with a commander
Suppressors are now dynamically checked
Mines are now handled differently (Placed mines are added to an array)
AI will no longer ragdoll when prone, will instead perform animations
AI will not ragdoll when within a certain distance of a player
VCom functions have been moved to Vcom\Functions\VCM_Functions
Hold waypoints now define what building to garrison
AI will not generate flanking waypoints targetting unknown units

Deprecated
VCom artillery (Replaced by "Fire For Effect")

 

Fixed
VCM_SKILLCHANGE had no effect
AI taking control when player incapacitated
AI attempting to flank aircraft
Building clearing behaviour did not check distance to target
Civilians being affected by VCOM
VCM_SIDEENABLED had no effect
VCM_ARTYENABLE had no effect

 

Security
Whitelisted remote execution for VCOM

 

And much more that I forgot....

 

 

 

What does Vcom AI 3.1 offer?

 

Optimizations

For starters, Vcom AI 3.0 offers a noticeable increase of performance over its older counter-part, Vcom AI 2.81.

Functions on a group based FSM system, instead of an individual AI system. Allowing for better FPS, control, and cohesion with AI.

Removed fluff and unnecessary code from Vcom AI 2.81, making the mod/script much more focused.

 

Customization

Use the Userconfig file to modify Vcom AI to your liking, or if CBA is running you can modify the settings in-game and on the fly.

 

Advanced AI Direction and Threats

-AI will clear garrisoned buildings

-AI will automatically generate waypoints for more interesting and varied combat (AI will not do this if they have certain pre-placed waypoints or more than 1 move waypoint)

-AI move dynamically from cover to cover while following waypoints

-AI will call for on-map artillery for support

-AI will call for reinforcements proportional to the enemy threat

-AI will garrison structures temporarily in combat, if able

-AI will look for nearby static weapons to man

-AI will automatically deploy/pack static weapons

-AI will use satchels to drop buildings, or setup traps for enemies

-AI will use mines to on roads, in buildings, or wherever, to stop enemy movement

-AI will change formations depending on the environment

-AI will attempt to heal themselves or others when out of combat

-AI will attempt to rearm themselves from dead bodies, vehicles, and etc when low

-AI will steal empty or unlocked vehicles

-AI have a chance to ragdoll when shot, causing them to fall over briefly

-AI have an enhanced ability to hear and respond to gunfire from a distance

-AI will respond differently from a weapon that is suppressed or not

-AI on a hold waypoint will garrison a structure indefinitely, or until provided another order

-AI, with NVGs, will be able to see your IR laser and respond accordingly. Be careful where you point that thing!

-AI can have side based/classname based skill settings.

 

Ease of use

Vcom AI is easy to use. Install it, throw some units down, and go. It supports AI being spawned in dynamically, so there is no worry about needing to execute the code on every freshly spawned AI.

 

To manage specific AI group behaviors, simply use these commands listed below.

		(group this) setVariable ["VCM_NOFLANK",true]; //This command will stop the AI squad from executing advanced movement maneuvers.
		(group this) setVariable ["VCM_NORESCUE",true]; //This command will stop the AI squad from responding to calls for backup.
		(group this) setVariable ["VCM_TOUGHSQUAD",true]; //This command will stop the AI squad from calling for backup.
		(group this) setVariable ["Vcm_Disable",true]; //This command will disable Vcom AI on a group entirely.
		(group this) setVariable ["VCM_DisableForm",true]; //This command will disable AI group from changing formations.	
		(group this) setVariable ["VCM_Skilldisable",true]; //This command will disable an AI group from being impacted by Vcom AI skill changes.	
		

 

 

Known Issues

-AI's with mortars will still attempt to deploy the mortar INSIDE a structure.

-You must enable -filepatching on your server/machine if you want the userconfig folder to work. Not doing this may result in an error message.

 

 

Donations

Hey, working on this can be difficult and I do it in my spare time. If you want to show me a little love for what I do, I won't say no.

 

 

With any brand new release, expect some bugs. They will be addressed when I am able. If you want to ensure that I see bugs, suggestions, or questions, hop on my discord and leave a comment the #bugreports channel or #suggestions channel, or preferably post in the Github!

 

GitHub

Discord

Vcom AI 3.1 Mod Version

Vcom AI 3.1 Script Version

Vcom AI 3.1 Steam Version

 

 

 

 

 

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In the past, it did not work when setting this command on the fly (Atleast i have only ever made it work from the editor.). Does that work now?

Quote

(group this) setVariable ["Vcm_Disable",true]; //This command will disable Vcom AI on a group entirely.

 

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Awesome stuff dude, really happy to see 3.0
ARMA just isn't right without VCOM.

Thank you for all the work you've put into this, I even enjoy watching all the YouTube coding videos :hammer:
 

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14 minutes ago, pandex said:

In the past, it did not work when setting this command on the fly (Atleast i have only ever made it work from the editor.). Does that work now?

 

I sure hope so, don't see any reason for it not too

 

3 minutes ago, JD Wang said:

Awesome stuff dude, really happy to see 3.0
ARMA just isn't right without VCOM.

Thank you for all the work you've put into this, I even enjoy watching all the YouTube coding videos :hammer:
 

Thank you :)  It's always fun to work on ArmA...I am always learning.

 

I just snuck in a mini-fix for CBA & Vcom just now....

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I'm testing the new mod version in Dissension (after disabling the script version in the init) and a group is stuck in a loop of embark disembark with their APC. They have received a call for reinforcement and known the enemy position but are to far away (500m).

 

Maybe it's better to disable the embark order if they are in combat mode or test the distance with enemy before disembarking.

 

 

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I have also tested the AI with Hetman war stories and it's troublesome that vcom call for backup artillery units or empty unarmed transports.

 

Also got those errors :

 

13:57:35 Error in expression < %1, expected %2, on index %3, in %4", [_par] call _fnc_getTypeName, [_x] call _>

13:57:35 Error position: <_par] call _fnc_getTypeName, [_x] call _>

13:57:35 Error Undefined variable in expression: _par

13:57:35 File A3\functions_f\Debug\fn_errorParamsType.sqf [BIS_fnc_errorParamsType], line 84

13:57:35 Error in expression <EqualTypeArray [objNull,0]) exitWith {[[_building,_max], "isEqualTypeArray", [ob>

13:57:35 Error position: <_building,_max], "isEqualTypeArray", [ob>

13:57:35 Error Undefined variable in expression: _building

13:57:35 File A3\functions_f_EPA\Misc\fn_buildingPositions.sqf [BIS_fnc_buildingPositions], line 23

13:57:35 Error in expression <["_building", ["_max", -1]];

if !([_building,_max] isEqualTypeArray [objNul>

13:57:35 Error position: <_building,_max] isEqualTypeArray [objNul>

13:57:35 Error Undefined variable in expression: _building

13:57:35 File A3\functions_f_EPA\Misc\fn_buildingPositions.sqf [BIS_fnc_buildingPositions], line 23

13:57:35 Error in expression <te _GroupUnits = units _this;

if (count _TempA > 0) then

{

{

private _Foot = isN>

13:57:35 Error position: <_TempA > 0) then

{

{

private _Foot = isN>

13:57:35 Error Undefined variable in expression: _tempa

13:57:35 File \Vcom\Vcom\Functions\fn_GarrisonLight.sqf [VCM_fnc_GarrisonLight], line 15

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CBA settings is not showing up in the addon version.

EDIT: it does show up but only inside the mission, not 3DEN editor. It would be nice if you could edit the parameters before the mission launch via CBA settings.

Thanks for the update by the way!

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58 minutes ago, Andres97 said:

CBA settings is not showing up in the addon version.

EDIT: it does show up but only inside the mission, not 3DEN editor. It would be nice if you could edit the parameters before the mission launch via CBA settings.

Thanks for the update by the way!

 

I have the same issue. Would be nice to change CBA settings in 3DEN editor.

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So, if I'm updating to 3.0  I should just wipe my old 2.x folder on server, and install full 3.0 @VCOM folder to server. 
We use CBA, so do I need to include any of the USERCONFIG folders like normal?

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Thanks for the update.

 

I loved using this AI behaviour mod but I stopped using it in the past because my AI team members wouldn't follow orders and eventually would stop moving all together.

I understood that was a know issue at the time, has that problem been resolved? Does using the command [(group this) setVariable ["Vcm_Disable",true]; //This command will disable Vcom AI on a group entirely] in the init field work to resolve this problem?

 

thanks

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BIG THX for the update!!! :thumbs-up:    :icon_dj:

 

 

And +1 to playing tonite! 

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Shit I'm on holidays and can't play Arma for a few days. Thanks genesis for putting some needed I into the AI

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@genesis92x If I'm hosting a mission on my pc for some friends and I and we're running CBA, should I make the AI changes I want via the userconfig, VcomAI_DefaultSettings.sqf, or using the CBA settings?

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Amazing work, and it seems to have sorted a issue I had where I wanted to run both Vcom AI and VCOM AI Driving together. Before it seemed to cancel out the great benefits from VCOM AI Driving, but now I can run both  woohoo.

 

Tested several times and clever driving around large obstacles like crashed helicopters etc is persisting. and I can now get the extra benefits of your latest Vcom AI to boot.

 

Can you please confirm if you have completely removed driving elements from the v3.0 Vcom AI?

 

only error I'm seeing so far is this:

https://imgur.com/a/y1Gjtsx

happens when I place a load of soldiers in the way of vehicles route.

 

Thank you for your hard work on this one.

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I cant get the AI to see ir lasers.

 

using ACE3 here

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Same here, happens when there are no enemies around and a unit in a squad dies.

X1TJrbS.png

 

Happens in SQUADBEH.fsm in class Arty_Check

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Posted this in the old thread just before it was closed, hoping for a clarification on some of the "fluff" that got removed. 

 

It was mentioned that the driving is now "default behavior", does that mean VCOM driving has been taken out and is handed back to vanilla? If so will VCOM driving still be supported as a separate mod/script? Personally i find the driving improvements to be one of the most important things, my community has become so heavily reliant on VCOM driving just for enemy AI to get from A to B let alone actually do any kind of convoy stuff remotely well.

 

 

 

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Hi, Despite the optimization, I still have some delay issue for ordering high command in Liberation with C2/AIC link to vcom. Does somebody see the same things?

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The grabbing of empty cars seems a bit arbitrary at times -especially when enemy squads are hanging out all about town in old sedans :P It actually makes for some fun surprising gameplay when you have actually civilians in cars mixed in with Takistani militia but not sure why they seem to just jump in cars with no waypoint. Also, is this mod adding something like speed or explosiveness to the getting shot animation? -It seems like guys are getting slammed to the ground (add the cool headwear blowup mod) and its glorious. Overall this AI mod adds so much -love it

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8 hours ago, -ben- said:

Posted this in the old thread just before it was closed, hoping for a clarification on some of the "fluff" that got removed. 

 

It was mentioned that the driving is now "default behavior", does that mean VCOM driving has been taken out and is handed back to vanilla? If so will VCOM driving still be supported as a separate mod/script? Personally i find the driving improvements to be one of the most important things, my community has become so heavily reliant on VCOM driving just for enemy AI to get from A to B let alone actually do any kind of convoy stuff remotely well.

 

 

 

Ben - I noted above that seperate Driving mod seems to work well with new update.

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