Author: Protegimus
Author Website:

Requirements: No addons required

Version: 1.04b
Signed: Yes, server key included

Short description:

Date: 2010-08-14 09:30

Comments: (7)


Zeus AI Combat Skills & AI Spotting modular

This mod improves the ability of AI soldiers in a number of key areas:
- Improves AI's ability to spot and engage enemy, extending engagement ranges
out to 500m and beyond
- Changes the speed at which an AI can get a bead on a target
- The AI now reacts to effective enemy fire, before taking casualties
- Accuracy is changed to ensure sustained firefights take place, allowing
movement under contact with good use of cover. Ammunition dispersion and
weapon accuracy are not changed
- AI use smoke and frag. Be aware of your enemy's ability to throw frags!
- AI hearing ability is reduced to realistic levels, enabling a player to make
stealthy close quarter approaches providing he can remain unseen
- Vehicle gunners now react to enemy fire
- Building on the native game feature, AI characters have varying ability to
spot enemy according to role. This is to represent equipment and training
variation, e.g. Observers, Snipers and Officers with Binoculars have greater
ability to detect enemy
- Sniper teams that make effective use of tactics, cover & concealment can now
carry out their mission, especially at extended engagement ranges
- Careful movement and correct use of formation is now an important factor in
improving a soldiers survivability, as are planned ingress and egress routes
- AI react more aggressively under contact and don't give up as easily
- Injuries occur more frequently in firefights. Good drills and wise medics are
now an essential part of the game

It is fully tested in single and multiplayer and causes no known issues.
For coop multiplayer, it is recommended to be installed both on the server and
If the server is running the mod and you choose not to install it client side,
then any AI you command will be at a disadvantage compared to the server
controlled AI.

It has greatly increased the immersion and challenge of coop play for Zeus,
hope you enjoy it!

Extract the @zeu_cfg_core_ai_skills.7z archive to your main ArmA II directory.
Inside the new @zcommon\Addons directory are the .pbo and .bisign files:

The .bisign file is to enable players using properly signed addons to join
servers that require them.

Make a copy of the ARMA II shortcut on the desktop or wherever you have it.
Right click the copy and select properties. In the target box, append:

It should look like this:
"C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -mod=@zcommon -maxmem=2047

To load more than one mod folder use semi-colons to separate the mod list:
...\arma2.exe -mod=@mod1;@mod2;@mod3;@zcommon

For an explanation of the -nosplash & -maxmem= parameters, reference the ArmA II
startup parameter page:

Check our FAQ for a clear explanation.

Included .pbo files:

Change log:
- fixed a bug in the zeu_cfg_core_ai_sensors module that caused AI to have too sensitive hearing

- CfgAiSkill array updates:
spotDistance[] = reduced to increase player possibility of covert approach
aimingAccuracy[] = & aimingShake[] = small decrease in skill values to improve firefights
endurance[] = decrease in upper skill value

- Improved: CfgAiSkill array update - aimingAccuracy[] = small decrease in upper skill value to improve firefights
- change required due to ArmA II version 1.05.62017 updates
- Added: new module, zeu_cfg_core_ai_sensors.pbo ported from ACE2 version to improve and balance tank & aircrew abilities
- Added: Yoma Addon Sync support

- CfgAiSkill array updates:
spotDistance[] = reduced to increase player possibility of covert approach engagement ranges are maintained
CQB improved, AI not as forgiving at very close range

CfgAiSkill array updates:
aimingAccuracy[] = small increase in upper skill value to improve AI
effectiveness in large scale firefights against human players
aimingSpeed[] = small increase in upper skill value to improve AI CQB and
weapon targeting without affecting detection ability
courage[] = small increase in lower skill value
commanding[] = small decrease in lower skill value improves AI response and
movement especially with beta build: 60588+ (thanks froggyluv)
For ArmA 2 beta build: 60588 and above, it is recommended that the files:
..\ArmA 2\beta\addons\hotfix.pbo & ..\ArmA 2\beta\addons\
are either renamed or moved to the ..\ArmA 2\beta directory so they are not
loaded. This is because BIS alter the AI sensitivity in this 'hotfix'
zeu_cfg_core_ai_engagement updates:
RPG7V minRange = 5; // decreased to minimum arming distance, compromise for
playability over realism for AI CQ engagement with RPG
maxLeadSpeed = 24; // adjusted to close to documented figures for RPG7
aiRateOfFire = 12; // adjusted to close to documented figures
M136 minRange = 9; // decreased to minimum arming distance for playability
maxLeadSpeed = 20; // adjusted to close to documented figures for M136
aiRateOfFire = 10.0; // adjusted to close to documented figures

- CfgAiSkill array updated with values adapted from Solus SLX mod for ArmA 2 ( to ensure best compatibility between mods - load Zeus AI mod after SLX, or Zeus AI skills zeu_cfg_core_ai_skills.pbo can be used as a replacement for
SLX_AISkill.pbo to provide improved combat skills
- spotTime[] = minimum skill value adjusted to improve AI reaction in very close quarters (thanks fabrizio_T)
- reloadSpeed[]= minimum skill value set to fix AI unable to cycle bolt action weapons (thanks Solus)
- Recommended server profile settings supported with additional information.
- The directory @zcommon\Addons\Experimental contains the file: zeu_cfg_core_ai_engagement.pbo
It is disabled by default, move to: @zcommon\Addons to enable it. This allows the AI to use AT weapons, missiles, vehicle and static weapons at more realistic ranges. It is not yet complete, however it already provides worthwhile enhancement to AI performance and has received testing; hence its release as 'experimental' without signing

- AI Skills fine tuned using Charon Productions TroopMon2, to improve human players chance of evading enemy & reduce close range detection
- Further balances gameplay in wooded areas
- Recommended server profile settings updated to reflect updated AI abilities
- Removed unecessary class definitions from zeu_cfg_core_ai_spotting\config.cpp

- Fixed error in class USMC_Soldier_Crew

- sensitivity = value adjusted for base soldier classes to enable earlier AI reaction to effective enemy fire
- improves response of both AI infantry and AI vehicle gunners under contact
- Improved variation in AI's ability to detect enemy according to soldier type, e.g. snipers detect enemy sooner than engineers

- sensitivityEar reduced to allow stealthy
- approach to enemy from rear.
- New definitions for
    camouflage =
    sensitivity =
- introduced to fine tune AI detection of enemy presence, balances gameplay - especially in wooded areas
- Fixed - spacebar revealing enemy before you target them (unless already within targeting range)

- added zeu_cfg_core_ai_spotting.pbo
- Config changes introduced for almost all character classes to:
    accuracy = // accuracy needed to recognize type of this target
    camouflage = // how dificult to spot - bigger - better spotable
    sensitivity = // sensor sensitivity
- values, once again extending and improving AI's ability to spot, identify and engage enemy soldiers
- Base accuracy threshold reduced by 0.005 to decrease likelyhood of first round hits at extended engagement range

Credits & thanks:
Sickboy (config reference ai_override addon
Jinef for reference values & Hund for setting up the testing!
Zeus (beta testing)
fabrizio_T for reference FAB_character2_mod
Charon Productions for TroopMon2 tool
Solus for reference information and improvements
BIS and BIKI ref.:

Forum topic:
- BI forums

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