Post by Admin on Jun 23, 2014 21:43:38 GMT
Features:
Varying AI accuracy:
AI accuracy will change depending on the range from the target. The closer the enemy gets, the more quickly they react and fire. This makes close quarters combat still challenging while allowing the AI to miss a few more shots than normal at long distances.
AI Communication:
AI groups will actually communicate to each other when engaged with enemy forces. It is up to the AI to respond in the way they see fit.
AI Cover:
AI will attempt to use anything nearby as cover in event of an engagement. If a group is caught in an open field - one might observe some AI suppressing while the others try to find cover.
Improved Flanking:
The AI will attempt to flank the player from *good positions*. This means they will try to prioritize good terrain/cover areas even if this means falling back. AI will, if given the knowledge, chase players across the map if needed. They will constantly hunt down the players if provoked.
AI Responsiveness:
AI should respond to threats a lot more quickly, and take cover as a result. If one unit in their squad takes fire they all will go into combat stance. AI that engage and kill a target will scan the area before going back into safe mode. They will not so easily/quickly go back into their default states as vanilla AI
AI Suppression:
AI can become suppressed. Suppression makes them a bit more inaccurate and will most likely force them to lay down and respond from there.
Weapon Utilization:
Want the AI to use those gosh darn static bags on their backs? Well now they will! Expect AI to deploy static weapon bags in combat, use them to suppress/cover and then pack back up to move up.
What about those smoke grenades? The AI will use smoke grenades to protect their retreats, flanks, or when suppressed.
Garrisoning:
AI will randomly garrison buildings during combat. Of course this is random but you might catch an AI in a building while in combat.
Putting the AI on a HOLD waypoint will force them to garrison buildings, and move around, in their surroundings instead of standing around like dim-wits.
Formations:
The AI will dynamically change their formation depending on the environment. If they are on a hill, and want to all fire down upon an enemy - they will use line formation. In a town, they will most likely use stag. formation. Of course, during combat the formations are not prioritized at all.
Vehicle Disembarking:
AI will disembark vehicles much before they reach a known enemy. This allows them to position as they see fit before engaging. Helicopters will also automatically unload troops when deemed necessary by the AI.
Visual Cues:
AI can get knocked "unconscious" for a brief moment. They will roll onto their backs for a few seconds and then roll back into combat when they recollect themselves.
Shooting AI in the head will destroy their headgear, giving the players nice visual feedback.
Customization:
Do you not like the last thing I just said? Well then, turn it off! It is up to the mission makers to customize elements such as that. You can change all the AI accuracy settings/MISC settings to your hearts content.
You can also dynamically change the AI accuracy settings by simply changing the variable values in-game.
Respect:
The AI will respect mission makers! The AI is designed to be flexible enough to make a difference but not over controlling to the point that missions get ruined. If you put down a squad of AI without a waypoint, they will respond as they see fit. However, if you put down a squad of AI with a hold waypoint, guard waypoint, or any waypoint at all, they will prioritize their current orders and be less likely to support friendlies as a result.
You can also disable the AI improvements selectively, and on the fly by a simple command.
Installation / Usage:
1) Download the Vcom_AI pack.
2) Copy everything in the init.sqf into your missions init.sqf
-If your mission has no init.sqf just copy the init.sqf into your mission folder
3) Copy VCOMAI folder into your mission folder
4) Save and export
5) Play
Important Commands:
_this setVariable ["NOAI",1,false];
This will turn off the AI improvements on the given unit
Changelog:
v1.02
- AI will use explosives (if available) on enemies that are garrisoning buildings a bit too long.
- Improved AI flanking behaviors and movements, they should move around a bit more now
- AI will not execute any complicated/over controlling commands when their leader is a human player. I will put in ways to control this in the future.
- A few bug fixes
v1.0
- accidently deleted a bit of code that affected the AI and their cover taking abilities (thanks VRCRaptor)
- fixed the players not being able to suppress the AI properly
v1.00
- first release
www.armaholic.com/page.php?id=25381
forums.bistudio.com/showthread.php?176244-AI-Overhaul-Reactive-Squads
Varying AI accuracy:
AI accuracy will change depending on the range from the target. The closer the enemy gets, the more quickly they react and fire. This makes close quarters combat still challenging while allowing the AI to miss a few more shots than normal at long distances.
AI Communication:
AI groups will actually communicate to each other when engaged with enemy forces. It is up to the AI to respond in the way they see fit.
AI Cover:
AI will attempt to use anything nearby as cover in event of an engagement. If a group is caught in an open field - one might observe some AI suppressing while the others try to find cover.
Improved Flanking:
The AI will attempt to flank the player from *good positions*. This means they will try to prioritize good terrain/cover areas even if this means falling back. AI will, if given the knowledge, chase players across the map if needed. They will constantly hunt down the players if provoked.
AI Responsiveness:
AI should respond to threats a lot more quickly, and take cover as a result. If one unit in their squad takes fire they all will go into combat stance. AI that engage and kill a target will scan the area before going back into safe mode. They will not so easily/quickly go back into their default states as vanilla AI
AI Suppression:
AI can become suppressed. Suppression makes them a bit more inaccurate and will most likely force them to lay down and respond from there.
Weapon Utilization:
Want the AI to use those gosh darn static bags on their backs? Well now they will! Expect AI to deploy static weapon bags in combat, use them to suppress/cover and then pack back up to move up.
What about those smoke grenades? The AI will use smoke grenades to protect their retreats, flanks, or when suppressed.
Garrisoning:
AI will randomly garrison buildings during combat. Of course this is random but you might catch an AI in a building while in combat.
Putting the AI on a HOLD waypoint will force them to garrison buildings, and move around, in their surroundings instead of standing around like dim-wits.
Formations:
The AI will dynamically change their formation depending on the environment. If they are on a hill, and want to all fire down upon an enemy - they will use line formation. In a town, they will most likely use stag. formation. Of course, during combat the formations are not prioritized at all.
Vehicle Disembarking:
AI will disembark vehicles much before they reach a known enemy. This allows them to position as they see fit before engaging. Helicopters will also automatically unload troops when deemed necessary by the AI.
Visual Cues:
AI can get knocked "unconscious" for a brief moment. They will roll onto their backs for a few seconds and then roll back into combat when they recollect themselves.
Shooting AI in the head will destroy their headgear, giving the players nice visual feedback.
Customization:
Do you not like the last thing I just said? Well then, turn it off! It is up to the mission makers to customize elements such as that. You can change all the AI accuracy settings/MISC settings to your hearts content.
You can also dynamically change the AI accuracy settings by simply changing the variable values in-game.
Respect:
The AI will respect mission makers! The AI is designed to be flexible enough to make a difference but not over controlling to the point that missions get ruined. If you put down a squad of AI without a waypoint, they will respond as they see fit. However, if you put down a squad of AI with a hold waypoint, guard waypoint, or any waypoint at all, they will prioritize their current orders and be less likely to support friendlies as a result.
You can also disable the AI improvements selectively, and on the fly by a simple command.
Installation / Usage:
1) Download the Vcom_AI pack.
2) Copy everything in the init.sqf into your missions init.sqf
-If your mission has no init.sqf just copy the init.sqf into your mission folder
3) Copy VCOMAI folder into your mission folder
4) Save and export
5) Play
Important Commands:
_this setVariable ["NOAI",1,false];
This will turn off the AI improvements on the given unit
Changelog:
v1.02
- AI will use explosives (if available) on enemies that are garrisoning buildings a bit too long.
- Improved AI flanking behaviors and movements, they should move around a bit more now
- AI will not execute any complicated/over controlling commands when their leader is a human player. I will put in ways to control this in the future.
- A few bug fixes
v1.0
- accidently deleted a bit of code that affected the AI and their cover taking abilities (thanks VRCRaptor)
- fixed the players not being able to suppress the AI properly
v1.00
- first release
www.armaholic.com/page.php?id=25381
forums.bistudio.com/showthread.php?176244-AI-Overhaul-Reactive-Squads