Enhanced Tactical AI & TCL Revamp

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Author: ✪ Niceman

Last revision: 12 Apr at 16:07 UTC (1)

File size: 495.2 KB

On Steam Workshop

Description:
Enhanced Tactical AI & TCL Revamp

A complete overhaul of Arma 3’s AI behavior based on TCL (Tactical Combat Link) by SNKMAN. This mod transforms passive AI into dynamic, tactical opponents that react, communicate, and adapt to the battlefield.

Key Features

Line of Sight – Forget & Lose Target System

AI no longer tracks you through walls, terrain, or buildings. When line of sight is broken, AI remembers your last known position for a limited time, then moves to investigate. If they can’t find you, they lose track entirely. AI anticipates your movement direction and searches ahead of your last known position.

Night & Weather Awareness

AI detection range drops at night (30% of daytime, configurable) and in fog. Night operations become tactically meaningful.

Sound Propagation & Suppressor Support

Allied AI groups react to gunfire (800m unsuppressed, 150m suppressed). Suppressed shooters are harder to locate with less accurate position estimates (±20% vs ±10%). Compatible with all weapon mods.

Alert Zone System

Shooting near your last known position triggers near-instant detection. Move to a new position to reset the advantage.

Realistic Search Behavior

AI moves to your anticipated position, then searches a 200m radius for 5 minutes before giving up. Timer starts on arrival, not while traveling.

Tank & Armor System

AI tanks and APCs rotate their hull to face detected enemies (respects Forget/LOS). Infantry with AT launchers auto-detect and engage enemy armor. Squads without AT retreat using smoke cover, then return once the threat passes. All configurable.

Weighted Danger Assessment

AI prioritizes targets using a multi-factor threat score: vehicle type (Tank > Helicopter > APC > Armed Car > Infantry), distance, knowledge level, and active engagement.

Evasive Dodge System

AI no longer stays pinned at cover when taking fire. Suppressed units perform directional sidesteps before going prone. Pinned units reposition laterally to nearby cover. Dodge direction is calculated based on threat position. Experimental — OFF by default, enable in CBA Settings > Features.

CQB Building Assault

When AI loses visual contact with a close-range enemy near a building during active combat, a coordinated assault team (2-5 units) breaches and clears the building. Units approach through the entrance to reduce wall clipping. Anti-wallhack: units only engage when confirmed line of sight via dual raycast — no shooting through walls. If assault units die, reinforcements continue clearing. Forget timer pauses during CQB. Fully configurable.

Dynamic Simulation System

AI groups far from players are automatically frozen and hidden. Seamless reactivation when players approach. Separate ranges for infantry (1500m), vehicles (2500m), and air (5000m). Per-faction toggles. Progressive reactivation prevents stutter. Groups in combat or player squads are never frozen. OFF by default — enable in CBA Settings > Performance.

Staggered Initialization

AI groups initialize in batches (5/sec) instead of all at once, eliminating mission start freeze. Init delay reduced to 15s. Fully configurable.

CBA In-Game Settings

All settings configurable via Options > Addon Options > Enhanced Tactical AI. Real-time changes, no restart needed. Multiplayer server override support.

Categories:

  • System — Init delay, AI toggle, sides, stance control
  • Reinforcement — Backup behavior, sync settings
  • Forget Target — LOS system, forget timers, detection range
  • Sound & Awareness — Sound propagation, suppressor detection, night/weather
  • Movement — Speed, formation control
  • Features — Tactical behaviors, tank rotation, flee from armor, danger assessment, evasive dodge, CQB assault
  • Performance — Dynamic simulation, init batching, faction filters
  • Debug — Map markers, cursor info, mission debug

Tactical AI Behavior
  • Reinforcement System — AI calls for backup when outgunned
  • Flanking — AI outmaneuvers your position
  • Take Cover — AI seeks cover in firefights
  • Advancing — AI pushes forward tactically
  • Suppression — AI reacts to suppressive fire
  • Garrison — AI occupies nearby buildings
  • House Search — AI clears buildings in coordinated pairs (2-3 units), splitting positions between them
  • CQB Building Assault — Coordinated breach & clear when enemy hides in a nearby building during combat
  • Anti-Clip Protection — Prevents AI from going prone near building walls to avoid clipping through geometry
  • Static Weapons — AI mans nearby static weapons
  • Smoke Grenades — AI uses smoke for concealment
  • Flares — AI uses flares at night
  • Artillery Support — AI calls fire support
  • Heal & Rearm — AI heals wounded and rearms from casualties
  • Surrender — Overwhelmed AI may surrender
  • Watch — AI patrols and scans surroundings
  • AI Stance Control — Full control, no prone, or vanilla
  • Tank Hull Rotation — AI tanks/APCs rotate to face threats
  • AT Engagement — Infantry auto-engages armor with launchers
  • Flee from Armor — Squads without AT retreat using smoke
  • Weighted Danger Assessment — Prioritizes targets by threat level
  • Evasive Dodge — AI sidesteps under fire and repositions between cover

AI Skill System

Configurable skill divider. 0 = elite, 3 = trained soldiers (default), 7 = vanilla Arma 3.

Debug Tools

Map markers for AI groups, targets, waypoints, search zones. Cursor debug info. "Sim OFF" markers for frozen groups. Toggle from CBA Settings.

Compatibility

Compatible with CBA, ACE3, and all standard Arma 3 missions. Suppressor detection works with all weapon mods.

Revival & Respawn Compatible. TCL auto-detects when a player returns after revival and releases control. Works with ACE Medical, TFF2, RIS, and any custom revival system. Player protection across 20+ subsystems — detects unit switches even to non-leader positions.

Modular design. Each system can be individually toggled via CBA Settings:

  • Forget/LOS System
  • Night & Weather Detection
  • Sound Propagation & Suppressor Detection
  • Reinforcements & AI Movement
  • AI Stance Control
  • Tank & Armor System
  • Weighted Danger Assessment
  • Evasive Dodge System
  • CQB Building Assault
  • Anti-Clip Protection
  • Dynamic Simulation (per faction, per unit type)
  • All tactical features (flanking, garrison, smoke, etc.)

Using another AI mod? Disable overlapping systems and keep what you need:

  • LAMBS Danger? Disable Movement & Reinforcements, keep Forget/LOS + Sound + Night.
  • VCOM AI? Disable tactical features, keep detection and forget systems.
  • Only want Forget/LOS? Disable everything else with one click per setting.

Not recommended to run with full overlap against other AI overhaul mods without disabling conflicting systems first.

Performance

Dynamic Simulation: AI far from players are frozen — zero CPU cost. Per-faction control. Progressive reactivation (5 groups/cycle). Enable in CBA Settings > Performance.

Staggered Init: Batch initialization (5/sec). No mission start freeze.

Optimizations: Lightweight LOS raycasts (max 4/group/cycle). Sound propagation on 10s cooldown. AT detection cached (10s). Dodge uses per-unit cooldowns with zero overhead when disabled. All checks run within FSM cycle, not per-frame. Minimal FPS impact with 50+ active AI groups.

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CBA_A3Steam Workshop
Revisions:

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