Tested the current dev build a bit. For starters, Vcom AI 3.0 offers a noticeable increase of performance over its older counter-part, Vcom AI 2.81.

Thanks for VCOM, sir! If i remember correctly that is a seperate/standalone addon. AI are using grenades fine on my end,both hand and underbarrel. It's called TCL. Added: AI have a better time following waypoints in combat. 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. Just an idea. There is another ai mod that did this and it made the immersion in combat an awesome experience. A hint would be cool! Im not sure about this mod but i do know from fiddling with AI that when they are given DoMove type commands it sometimes takes away your ability to command them. AI not flanking is probably due to that a maximum flanking distance was added, set at 300m. One request.....I love this ai mod. This has been fixed in the next update of Vcom. Fixed: AI assaulting a point sometimes would get stuck when AI deemed no cover was findable.

They also refuse to switch to aware when I order them to, if they are in combat mode. I am not seeing them flank at all now in 3.1; but they seem to run directly into the area. how to disable the Static Weapons creations? There was an issue with it that made so that the function is never actually called. I made some driving improvements in my VCOM AI mod - however I thought (and others) that it would be nice to just have the AI driving enhancements without any other strings attached. @Nichols Optimized: Many functions and scripts heavily optimized. @Markkos26 A short video showcasing the AI's ability to clear buildings during combat. It didn't seem FFE was used. These AI actually move from cover to cover, utilize bounding overwatch, search for you, garrison buildings, flank, and more. Pac. Error vectordir: Type Array, expected Object This is in VCOM_fnc_ReactToFire.sqf and/or the LITE version of that script. The BTC Hearts and Minds mission has this cool effect where the AI will launch (although it may just spawn) drones which will fly over you and drop handgrenades. A mod with bugs!?

I believe you do not need Vcom Driving AI in order to run this. Guest have the lowest downloadspeeds and will download from our public file servers. What about smoke grenades? Perhaps watch the video and read the features to see if it is something you’d like to try out!

Powered by Invision Community, VCM_MINECHANCE = 10; //Chance to lay a mine.

For starters, Vcom AI 3.0 offers a noticeable increase of performance over its older counter-part, Vcom AI 2.81. This is the one I am talking about https://github.com/genesis92x/VcomAI-3.0/tree/release/3.2.

}; I'm having a few major issues in the latest version: commaning AI is useless. thanks again, Actually, in my test case their nearest enemy is me in a helicopter flying overhead. genesis92x, May 9, 2018 in ARMA 3 - MISSION EDITING & SCRIPTING, To be fair I've shot close to players with a 23mm ZU canon in Zeus and watched them do the exact same thing, That's when you realise there should be another VCOM mod but for players. Functions on a group based FSM system, instead of an individual AI system. I'd rather leave it to VCOM to decide if these troops should garrison the building or not. Subscribe to the Armaholic.com Youtube channel. The AI spawned in via ALiVE and then once they were fulling in they made a beeline directly for the location and even when in the trees they only attempted to change course when they could not climb a vertical rock wall to get up to us. But ye...really hope Genesis adds in smoke throwing for AI sometime.As far as i remember vanilla AI used smoke plenty of the time,so VCOM "breaks" that?Some function perhaps in the AI behaviour. Setting mine laying chance to 0 doesn't stop AI laying mines in combat. There was an issue with it that made so that the function is never actually called. I went ahead and decided to shoot at them with a ZU just for fun and guess what happened... they all went down, stayed put and didn't even bother to peep and shoot back. AI are unpacking the UAV's but obviously not using them. This is the only mod I'll vouch for on Arma 3 as it delivers an authentic and dynamic experience. Seriously best news to start the day with. As far i know they use drone like an IED too, the drone carry an explosive device and its detonated by somebody or if manipulated... @Freddo3000 I noticed you had a 3.2 release branch up on the GitHub. Another issue: If your character dies and you swiitch to another guy in the group to command the squad, they absolutely will not follow orders, but on top of this, a few seem to get stuck in some radio glitch where they say the same thing on the radio over and over and over again. I make a lot of ALiVE missions, and I'm not a huge fan of the way ALiVE will leave groups garrisoned in buildings etc. Vcom AI aims to improve the AI’s combat abilities. From the sound of things, the script is running on player groups, something that it is not supposed to. This mod simply executes an FSM on all AI and checks if they are drivers or not. Allowing for better FPS, control, and cohesion with AI. Mines being placed while dying has hopefully been resolved on release branch, if the issue is occurring on release branch please do create an issue on the Github. Only when I set to use classic VCOM arti shells started raining. yes please a video of this would be helpful :).

inGameUISetEventHandler ["Action", " if (_this select 3 == 'Assemble') then { hint 'You are not allowed to do this'; true } "]; "enableWeaponDisassembly false;" works but i want to set it only to IA units. When I tell them to regroup, it instead says "join group". You will be able to leave a comment after signing in, Copyright © Bohemia Interactive a.s. Bohemia Interactive® is a registered trademark of Bohemia Interactive a.s. All rights reserved. Keep up the awesome work, and thanks again. _myNearestEnemy = [_Unit] call VCOM_fnc_ClosestEnemy; I dont know much more than that but I have seen both AI and like Vcom more Also whats that build about smarter tanks? I didn't run down VCOM_fnc_ClosestEnemy...perhaps it's returning a problematic result for the subsequent _vdir assignment? I bring it up because it's concerning - are the patrols failing to go toward their nearest enemy? Optimized: New queue system for AI taking cover and other HEAVY functions.

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