Dynamic AI Minefields – RCO

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Author: Rimmy

Last revision: 10 Nov, 2021 at 14:16 UTC

File size: 115.71 KB

On Steam Workshop

Description:

A mod that allows the AI to dynamically lay minefields in both defensive and harassing scenarios.

Video explaining Dynamic AI Minefields

Github Wiki, with most of the detailed information[github.com]
The Demo Mission download can be found on the Github Wiki as the Steam Workshop blocks Mega Download links.

Github[github.com]

I really wanted to get the AI able to utilize yet another tool in the arsenal of warfare that allowed for the AI to pose a greater threat without just increasing their numbers. Combine this with my PERSIST mod, and AI are able to lay minefields that last many operations into the future. A field of punji traps may only be noticed when your squad finally stumbles into them weeks later.

DYNAMIC AI MINEFIELDS CORE FEATURES:

Please reference the Github wiki for greater detail in how these systems function.

Taskforce Detection:
Each side will look at its own friendly groups as well as the enemy groups it has knowledge of, and attempt to sort them into Taskforces. If enough groups are near each other in an area, that area will become a Taskforce, and minefield laying objectives will begin to be created.

Different Minefield Goals:
AI can lay minefields to defend their Taskforce from opposing Taskforces, to interdict enemy Taskforces and make movement between them hazardous and to intercept routes enemies have been seen using for movement.

AI Mine Safety:
Thanks to both vanilla systems and a safety system while the mines are being laid, AI will not trigger the mines while the field is under construction and once it is built will intelligently avoid standing on their own mines.

Mod Compatibility:
DAM has integral support for LAMBs and ACE. The Minefield groups will automatically disable LAMBs systems on them to allow them to place mines easier, and if using ACE then the AI will consider vanilla IEDs as eligble mines to be placed using an exception system. They will also consider Large IEDs as anti-tank mines capable of damaging vehicles. This mod is compatiable with PERSIST, and will save both the minefields themselves if configured correctly but also save the exclusion zone around the minefield that prevents the AI from endlessly building minefields in the same spot. Modded mines should be compatiable if they follow similar naming schemes to ArmA 3 Vanilla or SOG PF mines.

Known Issues:
– Mine detection in inventory (aka knowing if an AI is carrying a mine) is not a reliable system due to differences in how both modders, CDLCs and ArmA 3 vanilla organises their classnames. If you discover a mine is not working, please provide me the EXACT type of mine and name of the mod, and I will attempt to add an exception to include it.

The mod is covered under an APL-ND licence, with the following message: Please contact Rimmy if you’d like to make alterations to these scripts or release derivatives. If the mod is missing a feature you require, please contact Rimmy#0001 preferably on discord ( discord.gg/rimmy ) and assuming the feature is possible I will attempt to merge it into DAM. I’d like to avoid too many derivative versions in favour of making the core version feature more choice in how it operates.