VCOM AI b0s edit
VCOM AI B0S edit is a fix and upgrade for VCOM AI based on the last dev version. Basically VCOM 5.0 dev.
Big thanks and all credits of the original go to Dominic/Genesis92x!!!
Read about the original features HERE
This version is generally more toned down – not everyone will rush everywhere all the time and battles are slower paced.
I do not have much time for fixes or feature requests and some things may be broken. This was created with a lot of AI help. Take it as it is and enjoy if you can.
I do not know if this works in multiplayer.
On my 7745HX and 32GB RAM I can run a town battle of about 200vs200 over 30fps. I play this with ~150 mods – RHS, LAMBS, PIR, JSRS, PINNED down, Dismemberment, Blastcore, Drongos stuff etc.
Current fixes and features:
*Fixed VCM_fnc_ClstEmy error
*Fixed _staticlist fn_StaticCheck error
*Fixed the "AI impacted by Vcom skill settings" toggle. Now working
*Idle groups will now react with taking cover when bullets hit nearby. Previously there was no reaction besides the vanilla ducking.
They should engage but not fire immidiately.
*Idle garrison
Idle groups (over 1 unit) without waypoints will temporarely garrison nearby buildings and later move out again. CBA setting on/off. The Hold waypoint still works.
60-150s start, stay garrisoned 150..300s
*Hearing
Complete rewrite of hearingaids. Previously all groups hearing the shot would rush to the position. The "reveal" of suppression, hearingaids is now based on whole group shot counts.
3-5 shots loop a reveal on the shooter (simplified to last shooter in group). Investigation waypoint for idle groups on 6-10 shots.
Hearing doesnt instantly give full target knowledge.
*Added Reinforcment call limits based on enemy vs friendly ratio and settings. Previosly all available units were called to reinforce at once, even when the forces were equal.
Reinforcements now able to assist multiple times. If 80% of group is down make call anyway.
CBA settings
Reinforcement call-help ratio – enemy vs friendly units present for call
Reinforcements presence radius – Radius to count freindly presence
Reinforcements max groups – 1 to n groups to call
*Flankmove added check to skip water waypoints
*Add basic infosharing. Toggle and distance settings. Keep it low distance or knowledge will travel to everyone.
*Player reinf request – default keybind ctrl+p request the nearest not busy 2+ unit group to help. Cooldown 120s.
*Mines now only laid by AI and chance works. Feature disabled when 0 chance
*Added safeguards for frozen team leaders and wandering group members
*Added static and uav deployment toggle. Restructured script.
*Explosion hearing – suppresses nearby units and creates investigation wp. CBA settings for range and investigation chance. 0 range to disable
*Vehicle "sensors" – armed vehicles(car,apc,tank,heli,plane) will occasionaly get 360 degree knowledge about enemy in line of sight. Depends on vehicle type, nr of crew and chance settings. Planes and helis get 3x range. 3 Cba settings. 0 range to disable
*Better/new player flashlight/vis laser/IR laser/IR flash detection. Adds compability with ITN and Webknights. ITN would previously break all detection. Up to 500m. CBA toggle
*In CBA new stuff is "VCOM SETTINGS2" and some options moved to "VCOM General Skills"
Conflicts and broken stuff:
*AI Pathfinder Improvement seems to cause frozen units.
*Units will freeze sometimes anyway
*VCOM will overwrite LAMBS danger fsm and there are conflicts. The Lambs modules however seem usable. I know lambs breaks detection – you will be 1 shot detected again(that vcom fixed)
*Idle anims feature is broken
I advise to keep the CBA settings near the default config:
Vcom Active ✅ True
Use CBA-Vcom Settings? ✅ True
Old Debug Code Variable – Placeholder ❌ False
Enable FSM Debug Code ❌ False
Enable AI Pathing Debug ❌ False
Enable AI Suppression Debug ❌ False
Enable AI Combat Movement Debug ❌ False
Sides impacted by Vcom West + East + Resistance
Enable AI use of Artillery ✅ True
Sides that will use VCOM Artillery West + East + Resistance
Vcom handling of disembark/embarking for AI? ✅ True
Disembark from turret positions? ❌ False
Distance AI disembark from the enemy? 200 m
AI will use Enhanced Movement ❌ False
Chance AI use EM – checks every 0.5 secs 20 %
Cool down on Enhanced Movement – in secs 20 s
AI steal empty/unlocked vehicles? ✅ True
Class restriction for stealing vehicles ✅ True
Enforce AI Speed “FULL”? ❌ False
AI generate new waypoints to flank. ✅ True
AI use additional idle animations (BROKEN) ❌ False
Chance an AI will play an idle animation 0 %
AI change formations based on location. ✅ True
AI impacted by Vcom skill settings. ❌ False
Distance AI will steal vehicles from. 20 m
AI Ragdoll when hit? ❌ False
Chance for AI to ragdoll when hit. 50 %
Distance AI can hear gunfire. 400 m
Distance AI can hear silenced gunfire. 80m
Distance AI will call for reinforcements from. 1000 m
Time (seconds) AI wait before support called. 30 s
Time (seconds) AI stay on unarmed Static Weapons 120 s
Chance for AI to place a mine (once in combat) 10 %
Delay before artillery requests (SIDE BASED) 40 s
Mag count AI begin to look for additional mags 2 mags
Special marksman/sniper AI ❌ False – currently seems disabled internally
Experimental Improvements to AI driving. ❌ False – may cause stuck vehicles
Chance AI throw smoke 10 %
Chance AI throw grenades 20 %
Grenade Cooldown 40 s
Smoke Grenade Cooldown 60 s
Disable AI Radio Chatter ❌ False
Enable Static Weapon Use ✅ True
AI skill settings are side specific ❌ False
Garrison Idle Groups ✅ True
Reinforcements call-help ratio 2.0
Reinforcements presence radius 150 m
Reinforcements squads 2
Enable Voice Contact Sharing ✅ True
Voice Share Distance 50 m
Enable Player Reinforcements ✅ True
Enable static weapon unpacking ✅ True
Enable UAV unpacking ✅ True
Explosion Hearing Distance 400m
Explosion investigation chance 0.2
Vehicle sensors helper dist 300m
Vehicle sensors base chance 50%
Vehicle sensors loop time 40sec
Detect infantry lasers/lights. ✅ True
Revisions:
Old revisions of this mod are available below. Click the link to download.