Depending on the method ALiVE uses, that may already be the case with the next update of Vcom. I'd rather leave it to VCOM to decide if these troops should garrison the building or not. Allowing for better FPS, control, and cohesion with AI.

If you would like to know how you can download with higher speeds and have to wait less while downloading check out the Armaholic subscription system.When you have already subscribed and your account is not upgraded within 24 hours it means you probably forgot to include your username. It didn't seem FFE was used. Only when I set to use classic VCOM arti shells started raining. 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. @Nichols

AI are unpacking the UAV's but obviously not using them. Contribute to genesis92x/VcomAI-3.0 development by creating an account on GitHub. Added: AI will more aggressively clear out buildings now. Perhaps watch the video and read the features to see if it is something you’d like to try out! Really excited for the next release. When I have infantry following me on foot while I'm in a vehicle, they will not listen to the stop or move command, they just keep following, and when combat begins, they get in my way. Also rifle grenades, Would be nice to have UAV usage and smoke shells back. When I tell them to regroup, it instead says "join group". 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. if (isNull _myNearestEnemy) then {

Keep up the good work. From the sound of things, the script is running on player groups, something that it is not supposed to. 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.

Tested the current dev build a bit. 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? }; Last night we had a group in Vagalala on Tanoa near the gas station that was over 1km away from the group I was in on the hill due south of the town on a cliff, not exposed to the world below by the jungle, wearing camo and laying still. One request.....I love this ai mod. It's called TCL. It seems that the AI are a little more stupid now compared to previous versions. Thx! I believe you do not need Vcom Driving AI in order to run this. I don't know why it expects an object there for vectordir. I run a dedicated server with AI serverside, i need to run VCOM only on the server?

@Markkos26 Keep up the awesome work, and thanks again. If that is the case please contact us as soon as possible! It cannot currently be disabled. Functions on a group based FSM system, instead of an individual AI system. Thanks. I tried initializing _vdir = [] so it will expect an array instead of an object, but I still get that error, one time only, after the zone spawn. 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. A short video showcasing the AI's ability to clear buildings during combat. I bring it up because it's concerning - are the patrols failing to go toward their nearest enemy? Hello! Seriously best news to start the day with. 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. Also it seems AI never use grenades if they have ammo for primary weapon. The helos touch the ground, then start climbing while dropping their infantry, causing them to die upon hitting the ground. This is the one I am talking about https://github.com/genesis92x/VcomAI-3.0/tree/release/3.2. Allowing for better FPS, control, and cohesion with AI. I got this error in my .rpt, only once, after entering an EOS spawn zone and after it spawned some OPFOR AIs: Also whats that build about smarter tanks? 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. Optimized: Many functions and scripts heavily optimized. Nice to see the new CBA menus for all settings.

This has been fixed in the next update of Vcom.

Added: New settings in the userconfig file and VCOMAI_defaultsettings.sqf file for fine-tuning the queue system. There is another ai mod that did this and it made the immersion in combat an awesome experience. There was an issue with it that made so that the function is never actually called. Error in expression <_IPos = (getPosATL _item);_vDir = (vectorDir _myNearestEnemy);_coverPosit> There was an issue with it that made so that the function is never actually called. The changelog.txt on the branch should be up to date. The best AI mod that is comparable to this mix for Arma 3 was released somewhat recently. What about smoke grenades? No visible errors. 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. If i remember correctly that is a seperate/standalone addon. Also it seems AI never use grenades if they have ammo for primary weapon.

Ok I have a little bit of a niche case that I'm hoping someone much smarter than I can help me with.

Fixed: AI assaulting a point sometimes would get stuck when AI deemed no cover was findable. Does it have a changelog available for it so we can see what was worked on for that one? Vcom AI aims to improve the AI’s combat abilities. 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. Copyright © Bohemia Interactive a.s. Bohemia Interactive® is a registered trademark of Bohemia Interactive a.s. All rights reserved. There's plenty of evidence of ISIS using drones to drop 40mm grenades etc from drones, was just thinking it would be kind of cool is if VCOM could take that into account (with the option to disable of course) when you guys get back to working on the AI use of drones. Guest have the lowest downloadspeeds and will download from our public file servers. Was playing around with the 3.2 test build and noticed Civilians are back to investigating dead bodies as per https://github.com/genesis92x/VcomAI-3.0/issues/29. And I hate to say this, but the explosives glitch is still not fixed: if carrying mines, explosives, etc, your character will lay them down without you wanting to. Just an idea. Furthermore, you will be able to configure the frequency of it happening. Two things iv noticed AI are unpacking the UAV's but obviously not using them. @Nichols (EDIT:Tested on spawned in units if it matters), Its mentioned that AI will take up building positions sometimes in combat.However im not seeing it alot(once in a few hours), Is there anyway of increasing this value?I would love some house clearing action.On the other hand the AI do a damn fine job of clearing the house im currently in,or other enemy AI for that matter. Added: AI have a better time following waypoints in combat. thanks again, When a hundred units on the map with the FPS mod eats about 15 fps. @Dallas Medina@froggyluv While testing I found that using the ace ungarrison module in zeus actually free's the units and lets them maneuver in battle rather than just staying in the one spot the whole time. Furthermore, you will be able to configure the frequency of it happening. I'm careful with VCom because despite the improvements it breaks other AI features and will even break missions as the AI fuck off to go do whatever. Also noted that AI doesn't care much about cover when advancing towards a bulletstorm. 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. _myNearestEnemy = [_Unit] call VCOM_fnc_ClosestEnemy; Usually pressing 0-1 (ie Done) command returns things to normal.

Setting mine laying chance to 0 doesn't stop AI laying mines in combat. 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. I'm having a few major issues in the latest version: commaning AI is useless. This is in VCOM_fnc_ReactToFire.sqf and/or the LITE version of that script. I see you have this after the findnearestenemy: Something I want to point out is that this mod breaks some of the BI Showcase missions, such as the combined arms one. https://github.com/genesis92x/VcomAI-3.0/tree/release/3.2, https://github.com/genesis92x/VcomAI-3.0/issues/29. You'll often find some members of a group in a building while the team leader stands out in the open refusing to move from the spot he's in, even when under fire. :), Would be nice to have UAV usage and smoke shells back. Really cool to see VCOM AI driving in there as well. Is it possible to add voices when in combat? @headstone Unfortunately it has not been implemented currently. You are using our website as a guest. The issue with AI bee-lining for players have been resolved, namely AI had a function that would cause them to move towards closest known enemy, which didn't have a maximum range. Powered by Invision Community, VCM_MINECHANCE = 10; //Chance to lay a mine. AI are using grenades fine on my end,both hand and underbarrel. Error position:

"VCM_ARTYENABLE" is double in the current config so maybe this was the cause. 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. So I had a thought, is there a way to tap into the VCOM hearing function or something like that and ungarrison these groups once they detect enemy nearby? Error vectordir: Type Array, expected Object A mod with bugs!? There's plenty of evidence of ISIS using drones to drop 40mm grenades etc from drones, was just thinking it would be kind of cool is if VCOM could take that into account (with the option to disable of course) when you guys get back to working on the AI use of drones. By Optimized: New queue system for AI taking cover and other HEAVY functions.

Many thanks for this :) 1 question... Do we need the Vcom Driving AI mod with this, or is it included with this mod? Sometime, it does the mine laying animation when you don't have anything. This is the only mod I'll vouch for on Arma 3 as it delivers an authentic and dynamic experience.