banner
Rating
Voted0

DCO Soldier FSM

Category - Mods for Arma 3
3
Mod version:1
Game version:all
The mod has been successfully tested for the absence of viruses
1649.29K18.08K

Report mod

  • image
modalImage

About This Mod

DCO Soldier FSM Advanced Infantry AI. A: The final (alpha) update of DCO Soldier FC has been released. SM is the first mod that improves the AI of individual soldiers. Maud provides soldiers with a "reptile brain" that greatly enhances their survival and effectiveness. Soldier FSM replaces Danger FSM, Pinned down, and Tactical Combat Link functionality. The main advantage of Soldier FSM is its customization. All parts of the script can be customized in the CBA plugin configuration. Please note that this is an alpha version. These are our eyes and ears when it comes to mistakes and opportunities. We are not a development team that will not listen to advice and constructive comments. And if you want to implement a function, we'll look at it, taking into account the amount of work, labor, and funding. Important 1. Soldier.FSM has not been tested with Lambs Danger.FSM, VCOM, ALIVE or Bcombat. Testing is done at your own risk. In most cases, errors and conflicts may occur.2. Does DCO Chain of Command replace all currently known AI mods? Yes, AI will be fully autonomous and virtual. My initial idea was to bring all the different AI programmers together in one project and develop a great AI. Hopefully the popularity of this project will force them to join forces with us to create the craziest AI in an acceptable timeframe <3 3. How can I help fund DCO development. I have personally invested >3000 USD for DCO fashion development. If you want to invest money in any specific function that you would like to see in our fashion, please contact us. We are open to any ideas <3 You can deposit to the following link: Paypal.[www.paypal.com] ROADMAP & FEATURES: Alpha 1.0 Public test version New feature: Fighting positions - Place Modules /logics in Eden that allows AI to snap into any type of cover. – AI in fighting positions will behave make use of cover in advanced ways. New feature: Overrun – AI groups overtaken by a larger force may surrender or flee. – AI groups with high morale may fight back when outflanked or overrun. – Surrendered AI can be arrested as POWs. – Arrested POW can be executed. Alpha 0.8 New features: – Marksman FSM: soldiers with long-range scopes hunt HVTs -Buddy rearm: Players get an action to calll for ammo when needed -Buddy healing: Wounded players with no firstAid kit get action to call for medic. -Squad feedback: Near AI soldiers will announce their actions and status Alpha 0.5 – Multiple CBA addon params. – New prone-duck animation in addition to the roll. – Units in hold formation will not trigger hunt behavior for specialist units. Alpha 0.4 – AI plants explosives on fortifications. – AI hijacks empty vehicles with turrets. – Headless client support – Machine gunner upgrade – AT hunts vehicles more effectively. – Unit/group skills will affect SFSM behaviors – EDEN/Zeus Modules allows to tweak behaviors. - Above features will later port over to Security and Squad FSM. Alpha 0.3 - CQB building clearing with params - Take cover -> HIDING and RETURN TO FIRE, take cover ONLY - (1) Take cover on HIDING and RETURN TO FIRE ONLY Overrun - CQB Take cover in buildings - Take cover after hiding is complete - Take cover when you hear vehicles - Improved AT hunting - Bravery affects chances of panic, AT hunting and taking cover in the open - Emergency rearming MG Alpha 0.2 (ARMA 3) Customisability: - Our mod is for a fully customizable experience - If a group hears gunshots, sees an enemy not participating in combat, sees a shell strike or explosion nearby, or hears the sound of a projectile flying nearby, the group immediately seeks shelter nearby in the direction of the shooter. "The group hides for a short time before returning to normal. - NEW: If the unit standing in the shelter gets hit, it will try to move to a better shelter. - NEW: Will no longer respond to weapons with a silencer at long distances. Hide from threats - if a group encounters a serious threat, it will cease fire, disperse, and take shelter out of sight. - Current threats: armed vehicles. Future vehicles: turrets, snipers, helicopters. "Anti-vehicle units don't hide and try to hunt down vehicles with launchers. Evasion: - There are two types of evasion depending on the distance to be overcome. "Detachments that are away from the trench will remain in the prone position until it is safe to do so. - Units close to the cover prefer to run to the best of the available cover. - New: Movements of evasion can be interrupted by fright. Rocket fire: - Successfully escaping soldiers may respond to enemy fire and return fire in self-defense. - If the enemy is in sight, the soldier will try to heal and kill him. Otherwise, the AI will fire in the general direction of the enemy. - A soldier's courage defines the delay between evasion/flight and counterattack. "Soldiers without available cover will return fire as cover. Emergency retreat - if the unit carrying the support weapon is killed, the nearby shooter will try to take it. "Currently, only anti-tank weapons can be returned. Emergency withdrawal - units receive a bullet in the heel of the leg, so as not to limp in cover. Other features to be released in the future: compatibility: the following mods are expected to cause problems with Soldlier FSM: AI avoid prone, improved turrets, WMO walkable objects, VCOM, Danger.FSM, Prone lauchers (ACE version), Project Injurie reaction; other mods should not have problems, but it is recommended to disable the system that basically controls the shooting reaction. Remember: Soldier FSM is in testing phase, so anything mentioned here can be changed. Support/questions To satisfy all questions and suggestions, we decided to close the comments section in Steam Workshop! If you have a question or want to report a bug, join the discord server here JOIN US If you have a question or suggestion or want to contribute, join our Discord[discord.gg]. We need: 1) Testers (yes, we need your complaints to get better); 2) Encoders (if you know sqf, join us and help us develop smart soldiers). . 3) Investors. (We need stable funding to do our biggest job well and on time. Even a few dollars can be a big help.) Donate here [www.paypal.com] 4) Gamers. (We also run a community for gamers.)

Similar Mods/Addons

Game Version *

all (2825929474_DCO_Soldier_FSM.zip)