Pooter's enhanced ASR AI
Pooter's enhanced ASR AI takes the base ASR AI (currently version 0.9.34) and modifies the behavior of AIs who encounter danger.
Specifically it causes AI to get into cover behind specific objects (any object that is tall enough is eligible).
It also causes AI to counter attack if they have detected danger and then were left alone for long enough. If the AI are continuously detecting danger then they will not counter attack until the danger has ended.
The mod is compatible with both single and multiplayer, however I have never tested the campaign with it.
There are expanded settings in the userconfig for various delays as well as the maximum distance at which the AI will attempt a counter attack.
There are three downsides to using this mod:
1. Slight performance decrease per instance of AI detecting danger (mainly the first time each group detects danger).
2. AIs can be a little cowardly, especially at long ranges. The AI will go into cover, then may decide that it really likes the cover and sit there.
Two very important notes:
1. In order for userSettings to be read you must start the game with -FilePatching: see https://forums.bistudio.com/topic/163742-asr-ai-3/?p=2927212
2. I will be offering only limited support to base ASR_AI features. I ONLY changed behavior related to how the AI react to danger. They take cover behind specific objects, change their stance in order to get out of fire and counterattack after being left alone. All other behavior is caused by base ASR_AI and should be discussed there: https://forums.bistudio.com/topic/163742-asr-ai-3/
To install the Pooter's enhanced ASR AI you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page
for more information about using custom mods and addons in Arma 3.
This mod uses the same pbo name as ASR_AI, partially because I am lazy and partially to prevent you from running both as it is inherently incompatible.
Credits & Thanks:
Thanks to the original ASR AI 3 by Robalo
Updates ASR AI to 1.1.3
Causes vehicle crews to stay in if the vehicle has a turret (except for MRAPs, they're broken, crew will stay in forever)
Some cleanup in code related to attacking.
Groups will no longer attempt to counter-attack flying vehicles and boats.
Boats and flying vehicles will no longer attempt to counter-attack
Groups will now return to their original position after counter-attacking
Groups will now attempt to regroup prior to counter-attacking
Adds individual S&D distances settable by setVariable and by editor setting (asr_ai3_main_AD_INDIVIDUAL)
Removes SAD wps for vehicles with passengers and any units with a few type of wps.
Changes a few Debug things.
Make sure that units in vehicles don't do various silly things like trying to mount in other things.
Changed S&D wps to aggressive move wps. This should also help fix vehicles a little.
Updates to 1.0 asr-ai
Updates to 1.0
Fixes debug problems
If a group is large enough one if its members will attempt to suppress instead of looking for cover.
fixes problems related to debug code.
Updates to ASR-AI 0.9.30
Updated folder structure.
Fixed incorrect variable names
Updated to verstion 0.2-0.9.28 (merge in ASR_AI 0.9.28).
Fixes debug text showing up for single player
Allows mod to be used without filepatching (although default user settings will be used)
Differentiated danger causes into those which cause AI to attack, and those which cause the AI to go to cover (also some do neither and some do both).
AI indoors will no longer attempt to move to a different position in the house (was buggy).
AI will investigate (attack) even if they do not know enough about the enemy, but the enemy is close.
Redid code that caused AI to move
Added minimum distance for the danger to be for the AI to attempt to take cover.
Redid mechanics to ignore duplicate dangerous events.
- first release
- Community Base addons A3
- BI forums