Author: mikey74
Author Website:

Requirements: Community Base addons A3

Version: final fix 2
Signed: Yes, serverkey included

Short description: AISS2 is an AI enhancement. With AISS the AI will respond to incoming fire from other units.

Date: 2015-01-15 19:54


Comments: (32)
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Artificial Intelligence Support System 2 (AISS2)

by
Mikey74


Description:
AISS2 is an AI enhancement. With AISS the AI will respond to incoming fire from other units. They will drop to the deck and start searching for the enemy shooting at them. They will also drop if friendly fire is to close. AI will also call for support from other units, artillery, CAS, infantry, tanks, and/or Mechanized units. Reaction and reaction times are based on each units skills. If low skill they will react slowly and poorly.


Features:
AISS gives the AI the combined arms Arma 3 left out for AI.
AI will respond and react when fired upon.
AI will hit the deck when bullets fly by. Skill and moral play a critical role (BIS scripts and fsm's do play a part as well).
AI will seek cover.
AI will suppress.
AI will try to flank.
AI will use Artillery.
AI will call for back up from other AI units: infantry squads, Mechinized squads, Armor, and Airsupport if there is any around.
AI enemies will act more like there human counterparts!


Installation:
Do not run with AISS1. Delete original AISS1, then install AISS2!
Delete any previous AISS2 versions.

Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
After extraction it should look like this:
Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

When present place the "userconfig" folder into your game install folder, usually:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:
-mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5

Note:
You can also use -nosplash to get rid of the splash art and intro videos.


And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.


Included files:
AISS.pbo


Usage:
Like AISS AISS2 is mostly autmatic.

Waypoints play a role.

Right now the important ones are Hold,Support, and Cycled.
If a group has a current waypoint at hold. AISS2 will ignor them as far as a support call. But they will still call others to support them.
The support way point will ignor Garrison and patrol commands by AISS but they will be in the pool to be called in for support.
If a unit has a cycled waypoint and its the current way point it will be treated like a hold waypoint.

All other waypoints at the moment are remembered but do not affect AISS command and control.

Infantry:
Infantry will now Garrison a building if one is close by, or go on a patrol. If they are Garrisoning a house they will not be in the pool for

support. That being said Garrisoning units will not Garrison forever, but every so often change buildings. Also They will not stay in a building

if engaged by an enemy and they do not have a good firing lane. They will leave there post to find a better firing position. There is more that

needs to be done with this, but its a bit beyond my knowledge at the moment.
Patroling groups willl be in a supporting pool, but once they have finished there support call they will resume there patrol, or Garrison if AISS dictates this.

Mech units:
Basically same as before they will mount if enemy is far off and dismount with in 300 meters of known enemies. They do not search houses at the moment. This may be added later updates as well as adding a user config for you to dictate ranges of mounting.

Armor, and CAS:
If they are called in for support. They will try and find position supiriority on the enemy, and engage.

Radio calls for support by AI:
If a group deams Enemy strength to be greater than there own they will call for support. Much can be improved on this in future updates.

Artiller is done basically the same way. There are user configs that you can adjust to you tastes.

AI_respawn is currently not in AISS2.

This will work on Single player and Multiplayer stuff. As it stands right now some fucntions will not work on a dedicated server.

More instructions and a video may be added later to help you understand more about AISS2 when time permits.


Media:


Armaholic.com has its own Youtube channel where we will cover the Community made releases.
Subscribe to the Armaholic.com Youtube channel


Notes:
This will work on Single player and Multiplayer stuff. As it stands right now some fucntions will not work on a dedicated server.


To do:
Convert AI SQF's to FSM's for stability and performance.
Add User config for how strong an enemy is before AI will call for support.
Add more features for AI and immersion.
Set it up where you can combine certain modules. IE Garrison and support So a group that goes into Garrison will leave its Garrison and go support another units if its called.


Steam Workshop:
- Subscribe


Credits & Thanks:
AIM team: Mikey74, CosmiC10R, Sttosin, and froggyluv.

BIS
orlok
drredfox
Foxhound
Katipo66
artemas
rpr
Frederf
Chocolate
sttosin
Kremator
Jblack9
Banky
Fragmagnet
Alex2k
xy
Przemro
N_Icomach, flyinpenguin and the 72nd ODA for proper coding etiquette, and all there help!
Das Attorney for his valuable tips about coding, and he wrote the window/door part of my Garrison script.
And for all the expert coders that have advised me and showed me bits and pieces of how to code. This mod by far is not perfect, but is an ok mod for an amateur. lol
Thanks for the tips and advice.


License:
I also have the script in the addons folder its in another AISS folder it has all you would need to make it your own addon if you so decide to change some stuff. Feel free to do with as you please. But share as I'm still learning and if I like the changes and you are ok with it. I'll incorporate it in.


Changelog:
final fix 2
Adds easier to find userconfig in @aiss folder. please move Userconfig folder to main A3 directory
stops some of the units from getting stuck as much. remember if there moral is very low they will get stuck especially if they have low skill set.
fixed support bug where units didnt return to original wp's
few other minor tweaks untested as of yet except by me. Sorry AIM team but had to fix few things immediately.

final fixed
Fixed Combatmode being stuck
rpt error in Garrison script fixed.

final
changed suppression system
added a check for routing and routed units
*units now act more human like in combat and under dourest*
fixed apc bug, but still under bis control
when unit is routing skills will drop
it takes longer to make them rout
but when routed they lose more skills, and are turned back over to bis for fleeing
some arty tweaks
added throw smoke somewhere in between routing and routed when suppressed or running for cover.
Added filter for units with suppressor on suppressed script so not recognized so easily.
Extended finding cover or random position range.
Few other minor tweaks and adjustments.... hey there has to be some surprises!

v4.1
- Removed SAMO from AISS. You will need to download separately. Troubles with Task Force Radio.

v4
- Made AISS modules and AISS a bit more combatible working with Zeus. When in Zeus AISS reaction time is slowed to 14 seconds so you have time to issues out orders before AISS take control. ALSO AISS modules show and now work in Zeus.
- Few other minor tweaks and changes.

v3
- Adds SAMO to AISS plus new userconfig added to turn SAMO on or off. See SAMO for more details!

v2.1
- More random task for players. This will be improved with ideas. So give me ideas but keep them simple.
- Fixed player support: If Target was killed Player would be given a task somewhere off the map.
- Suppression and cover work a bit better together now and a even more realistic looking.
- When units are suppressing they now will do it in burst, but can be suppressed during and will stop and drop depending on skill. All is suppression considers skill and works with game controled moral.
- Friendly fire can and will happen do to panic of combat.
- If player is squad leader of AI.The AI will react like just like the rest of the AI.
- Disabled Mech embarking and disembarking till I find a good solution to Iron front mod compatibility. Possibly in next 2 or 3 updates.

v2.0
- Player can get assigned task if AI friendly needs support. You can stop this by changing AISS_Player_called = 1; to - AISS_Player_called = 0; in userconfigs or by script or by trigger.
- Reduce sonic crack default to 14 meters instead of 35. This can be changed in user configs or by trigger or by script by changing AISS_Sonic_Crack_dis = to desired amount of meters;
- added new user configs below is default settings:
- AISS_Shot_dis = 1000; //// This gauges how far out a shot is heard by AI when shooter doesn't have a suppressor.
- AISS_Sonic_Crack_dis = 14; ///// This gauges how close a round has to be to an AI for the AI to know he's being shot at, and he will hit the deck.
- AISS_Shot_dis_sup = 100; //// This gauges how far out a shooter with a suppressor is heard. Anything above this will not be heard.
- AISS_Time_inCover_min = 10; //// This is minimum amount of time AI will remain on the ground when being suppressed.
- AISS_Time_inCover_max = 20; ////This is maximum amount of time AI will remain on the ground when being suppressed. This is random based on skill combined with AISS_Time_inCover_min.
- AISS_Player_called = 1; //// This allow AISS to assigning task to player units if player is squad leader. 0 Will turn this feature off.
- Added few more scripts to make AISS server ready!

v1.4
- Player was included in AI features! This has been fixed. Player will no longer do what AI do. Its up to you to be smart
- Tweaked cover script a bit more giving skill a tad more factor.



Forum topic:
- Armaholic forums
- BI forums



- Community Base addons A3




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