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Smarter tanks

Category - Mods for Arma 3
4
Mod version:1
Game version:all
The mod has been successfully tested for the absence of viruses
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About This Mod

Alarm9K smart tank mod.


This mod has been updated by adding the following elements:

1. X66 Mammoth tank.

2. Tanks Challenger and Abrams from Bourne Weapons.

3. soviet and american fashions from Red Hammer Studios.

4. Bundeswehr fashion (BW mod).

5. CUP vehicles.

6. weapons of global mobilization.


Added a list of weapons recognized by artificial intelligence.


Features.


Vehicles assess the threat/value of the target and fire on the most dangerous/valuable targets. Prefer PT shooters to automatic rifles, tanks to jeeps, etc. The threat/value calculation shall use the target type, distance and type of available ammunition (tanks only). For example, a 700-meter automatic rifle is a more valuable target for a tank than a HMG Jeep at the same distance, but only if the tank has HE ammunition. Otherwise, the tank will fire AP projectiles at the jeep. However, AT-shooters are still more dangerous than jeeps.

Tanks use appropriate projectiles (if any) depending on the type of target: HE for infantry and fixed guns, HEAT for lightly armored targets (trucks) and AP for heavy-duty targets (tanks, APCs, etc.).

The tanks detect the infantry groups and use HE shells against them. A group is defined as three or more Marines within 15 yards. By default, tanks do not use HE rounds against individual infantrymen (except for the most dangerous AT-units).

If the vehicle is tracked (for example, a tank, a tracked APC), the hull turns to face the most dangerous target.

If the threat is very high (for example, PT units at close range), the mobile vehicle immediately stops, turns the hull around, and opens fire. When the immediate threat disappears, the old order of motion resumes. If hitting is unavoidable and the best solution is to stop and pierce the front armor rather than continue to move and hit the sides or back, it is likely to save the car.

Crews may stay longer on damaged vehicles and perform minor repairs such as hanging trucks or repairing damaged engines or turret crosses.


HOW TO USE IT.


For this mod to work and override all other AI mods, make sure it is loaded at the latest in the launcher mods list. Note that the last loaded mod takes precedence over the other mods in the download list.


Some of the following uses assume that the vehicle is in a player's group and that the player can give commands directly to the player's crew. If not, some options will be unavailable. For example, change the default pool type.


If the machine has a crew with AI, intelligent behavior turns on automatically. This applies both to vehicles built with a crew inside and to empty vehicles engaged after the start of the mission. Intelligent behavior is enabled for all factions and all groups: AI Groups, Player Group Machines, High Command.


If a human player is the guide, driver, or commander, intelligent behavior is suspended and manual control is used. If the human player replaces the AI, the intelligent behavior is re-activated.

The behavior of the vehicle commander must be careless, secretive, aware or combative (now included in all cases). To disable smart behavior, set the commander to Relax. It's like a "toggle" to dynamically enable or disable "smart" behavior during missions until I apply a different action menu.


Issue the Stop command (Actions menu 1-6) to turn off chassis rotation and continue selecting priority targets. The machine is entering standby mode.


To resume all smart operations, including hull rotation, press the "Move" command at the current machine position.


If the tank does not want to stop when confronted with an imminent threat, set the commander's behavior to Stealth. The tank will continue to perform the "Move" command independently.


The tanks have a "default type of projectile". The tanks start with a standard AP. A tank is loaded with shells by default if it does not fire at targets of another type. HE projectiles are used by default when the tank commander is manually instructed to "recharge HE-T".


The use of HE shells by default causes the tank to fire HE shells at single infantry units (and groups). The tanks are loaded with AP projectiles and do not take the time to reload. However, if you want the tank to use its artillery against all soldiers, choose the HE by default.


If the tanks are manually ordered to target the infantry (Action menu 2-x), they will use HE shells against the target even if there is no infantry group.


I hope you like it.


Here's my tip bank:


paypal.me/RealPanzer

Or.

patreon.com/RealPanzer


Thank you


Alan.

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Game Version *

all (1352437763_Smarter_Tanks.zip)