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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
[CooP, TvT, CTI] Dissension Objective Kill the opposing team's commander. That's it. That's the primary objective. There are hundreds of secondary objectives, but this is the primary one. Features Downloads: Update Time! Several bug fixes - Removed all nonsteerable parachutes to fix game from freezing. 1st Attempt at preventing AI units from getting stuck All players can construct items off the same crate to assist in building bases (will still require own purchased HQ) Fix for towns that have only 1 person left to cap. (Towns that report only 1 remaining WITH A FULL BAR have simply not been initialized yet). Several other small bug fixes Dissension Altis V1.2 Dissension Tanoa V1.2 Dissension Source Files The steam version will be updated once I can figure out this issue here. AI Commanders These AI commanders are more than your "capture closest territory" formulas. They come with randomized personalities and army traits. Personalities: These will dictate how the AI choose to engage enemies. Some commanders will like all-out blitzkrieg strategies while others prefer more subtle approaches. Army Traits: These will determine what the commander prefers to create their army with. Every commander will have the basics, but some will prefer more infantry while others will prefer more tanks. These traits interact with many variables to create a unique experience each game. Each of these traits can drastically change the approach the commanders take to the battlefield. Perhaps one commander prefers settings traps and ambushing enemies, while another prefers a Blitzkrieg approach, while yet another prefers to sit back and let the artillery do the talking. AI Hate Humans AI commanders always have something in store for players. They like to adapt to what players are doing. If they notice you using a little too much air, they will just order (which takes resources) a lot of anti-air vehicles, planes, or whatever they'd like. They will match your force with equal force, if they have the resources. Simply steam rolling over the AI with numbers will not be enough - you will need strategy. You will need to attack the AI from multiple sides. Have fun trying to simply "drop" onto the commander to kill him. He doesn't like that. WORK AS A TEAM! Dissension offers an actual difficult Players vs AI challenge. You have to work together. AI Base Construction The AI commander will dynamically utilize squads to defend, patrol, and assault areas. The AI commander will deploy structures and respawn points in new locations to keep the travel time to a minimum for troops while also generously giving out vehicles to select AI squads to traverse the distance before and after combat. Even bodies of water are not a problem as AI will automatically use aircraft to transport units AND vehicles across great expanses of land or sea. Each spawned unit takes 1 ticket and costs resources. It is vital that the AI commanders can quickly expand and spend resources effectively to produce a steady stream of units. Player Base Construction Players can construct their own bases where they can respawn, sell vehicles, sell gear, purchase gear, and purchase vehicles. Be warned, AI will actively seek out player bases if they are too close. Base Destruction Base objects must be destroyed by placing "explosives" on them. If the explosive is not disarmed, it will...explode... and destroy the structure. Players must protect their structures against enemy players and AI alike, lest your base be removed from the face of the planet. Randomized Map Resources Dissension can run on almost any map that has multiple towns and is properly configured, with a simple copy and paste setup. In Dissension, you don't just fight over the towns, you fight over everything. See that interesting point on the map? Yeah, you have to capture that. See that random little island that most people forget about? Yeah, that needs to be captured, prepare for an island invasion. Each map grid, and each town, produce resources for the AI commander's war machine. The more towns/grids you capture, the more cash you get as well. Every town produces a randomize amount of all four resources (Oil,Power,Cash, and Materials). Every grid produces 1 random resource, based off what map objects are around that grid. Advanced UI Design Navigate every feature the game has to offer right from the convenience of a single screen. This UI was lovely crafted by Soolie, a master of ArmA UI design. Supply Lines As the battlefield expands, so does the commander's need for supplies. Supplies must be ferried by players to local structures. Delivering these supplies gives the commander a nice boost of resources and you get a nice cut of the cash as well. Recruit AI Recruit AI into your squad to help man vehicles or to take with you into a town! Every 10 levels gives you one additional AI that you can recruit. Custom Medical/Engineer/Sniper System This comes with a custom medical system. It's simple, but effective. Engineers get rewarded for doing their job, and medics get rewarded for doing their job. You just revived someone? Well here you go pal, here's some nice cash and a little bit of XP. You just got revived by a player without a medikit? Well you're up, but pretty bruised and slow. Well, a FAK will get you up to a decent speed...but without a medic you won't be healed completely. Are you a sniper? Well don't worry if you don't get a lot of kills - the further you can shoot that enemy standing stupidly in the open, the more money you can get! Custom rearm/repair/refuel system Ha! You thought you could just hop into an artillery piece and saturate the map with arty without paying for it, didn't you? Well not only do you have to pay for the artillery. You have to PAY FOR EACH ROUND. Yep. When you go to rearm, you get charged for every round. Ouch. Better make sure those rounds count. This holds true for repairing and refueling, it will cost you. Non-Restrictive Leveling System What's this? A leveling system in an ArmA mission that doesn't simply let you unlock weapons? Weapons that you already paid to have? So, what. Your fancy leveling system must unlock the right to access vehicles? No? Hm. What does it do? The leveling system simply allows you to gain access to unique abilities that do not offer a severe advantage over the battle field. The heavier abilities take time to level to and are costly. While the most frequently used lesser abilities take a few hundred $ and allow you to resupply your team more effectively. You get the idea. It's a fun way to watch yourself progress without it overriding what you do. The idea is simple: Give the player more things to play with, not return what they lost. Freedom of Movement Just like many other CTI missions, the players are free to do just about anything. Perhaps you enjoy helping the AI take towns. Or maybe you enjoy setting up ambushes on convoys or supply lines. The sky is the limit and Dissension aims to create a fun experience no matter where you go in the world. Squad Radar What? Another scripted squad radar? Big deal. Wait! This one is fancy, I promise. See? Hit backspace there. You see? You can filter through all sorts of different modes. You can see names, primary weapon, secondary weapons, unit roles, or even disable it! Vcom AI Vcom AI is baked right into the mission, SO DON'T RUN THE MOD WITH THIS. This means that the AI are vicious in attacking the players AND don't break the mission. Because it was designed around it by the guy who made the mod! Would you just look at that. I hope you like being mortared. Vehicle Customization Feel free to deck out your vehicles with whatever gear you want! Take advantage of ArmA's customizable vehicles. Would you like to have 12 GBU's on that plane? Well you can do that! If you can pay... Parameters, Parameters, Parameters Almost everything about Dissension is customizable. Just look at the size of these parameters! I'm sure there is more...but that is all I will put down for now. Come play! Join in on the fun! Help test! Have questions? Want to play with a group? Have suggestions? Want to pick a fight? Come to our Discord! https://discord.gg/gxc2Wzy I spent many, many, many hours on this project. Feel free to warm your cold heart by donating to a poor ArmA 3 coder: DONATE TO WARM MY COLD HEART
This mod is no longer updated/available (that was fun but very time consuming, thanks everyone for your support) Ground Zero Scenario Series Dead or not, they are a threat Gameplay 1-40 solo/coop/PVP survival game (host the game in multi even for solo else it will be broken). Survive in a hostile environment among civilians, militaries, thugs and optionally, zombies.Every game is different! Feedbacks welcome. Main features Permanent skirmish between the 3 factions (and Zombies if Ravage or Zombies & Demons is activated) Up to 40 players/AI in coop/PVP with dynamic respawn systems Huge randomized content 3 game modes 30 different type of missions each coming with variable elements 10 random events, dynamic weather , day & night cycle impacting the game, etc. Ambient systems for increased immersion: civilians, animals etc. Classic survival pillars: food, water, temperature, loot, vehicles, advanced health system etc. Open world: explore the region, follow the available missions, encounter random events... Dedicated server support Headless client support Custom save games for mission progress Automatic multi-mods support framework Mods Collection All Ground Zero different maps/scenarios Required mods Check the "Required items" widget on the right column of Steam workshop CBA_A3 Heros Survive Optional mods supported for even more immersion vCom AI Ravage Zombies and Demons BWS Zombies Any mod bringing content in the form of men, vehicles or equipement/gear will automatically be activated and stacked Update log http://arma-3-ground-zero.wikia.com/wiki/Update_log Wiki Work in progress wiki Downloads Ground Zero Altis Ground Zero Beketov Ground Zero Chernarus Ground Zero Chernarus 2035 Ground Zero Chernarus Redux Ground Zero Isla Duala Ground Zero Kunduz Ground Zero Malden Ground Zero Ruha Ground Zero Sahrani Ground Zero Stratis Ground Zero Takistan Ground Zero Tanoa Ground Zero Trava Ground Zero Vidda Ground Zero Wake Island Credits Click here