In combat mode, they don't listen at all. This has been fixed in the next update of Vcom. This is likely set too low, and will be upped in the next update as well as having a config option added. Usually pressing 0-1 (ie Done) command returns things to normal. 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. @Markkos26 Just an idea. A hint would be cool! The best AI mod that is comparable to this mix for Arma 3 was released somewhat recently. 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. 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. Allowing for better FPS, control, and cohesion with AI. _myNearestEnemy = [_Unit] call VCOM_fnc_ClosestEnemy; 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. This is in VCOM_fnc_ReactToFire.sqf and/or the LITE version of that script. Vcom AI 3.0. 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. Added: AI will more aggressively clear out buildings now. Furthermore, you will be able to configure the frequency of it happening. I dont know much more than that but I have seen both AI and like Vcom more Error position: 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. Thx! I am not seeing them flank at all now in 3.1; but they seem to run directly into the area. 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. @Nichols 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. if (isNull _myNearestEnemy) then { Does it have a changelog available for it so we can see what was worked on for that one? Optimized: New queue system for AI taking cover and other HEAVY functions. When I tell them to regroup, it instead says "join group". 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. (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.

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Actually, in my test case their nearest enemy is me in a helicopter flying overhead. Tested the current dev build a bit. 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. 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. Contribute to genesis92x/VcomAI-3.0 development by creating an account on GitHub. Allowing for better FPS, control, and cohesion with AI. AI are using grenades fine on my end,both hand and underbarrel. If i remember correctly that is a seperate/standalone addon. "VCM_ARTYENABLE" is double in the current config so maybe this was the cause. Subscribe to the Armaholic.com Youtube channel. 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. I noticed that ai don't use smoke in current version of Vcom, it's not implemented yet? 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. Is it possible to add voices when in combat? https://github.com/genesis92x/VcomAI-3.0/tree/release/3.2, https://github.com/genesis92x/VcomAI-3.0/issues/29. Nice to see the new CBA menus for all settings. I'm having a few major issues in the latest version: commaning AI is useless.

Thanks for VCOM, sir! This mod simply executes an FSM on all AI and checks if they are drivers or not.



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