DiGii AI – Tactical AI Overhaul

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Author: Digii

Last revision: 22 Jun at 00:32 UTC

File size: 1.37 MB

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Description:

v0.2 – Alpha Release

DiGii AI – Tactical AI Overhaul

A complete, ground-up overhaul that makes Arma 3’s AI fight like a thinking enemy — cover, suppression, flanking, garrisons, building clearing and combined arms — all while working WITH Zeus and the mission maker, never against them.


DiGii AI rebuilds Arma’s combat AI from scratch on a single, performance-scaled framework. Infantry take real cover and suppress, squads flank with fire & maneuver, defenders garrison buildings, attackers clear them room by room, and vehicle crews pick smart targets and pop smoke when hit. Awareness is built on genuine line-of-sight, so the AI no longer tracks you through walls. Everything is tunable through CBA settings, runs in singleplayer and multiplayer (incl. dedicated/headless), and is designed to respect your Zeus and Eden orders.

Note: DiGii AI is not compatible with other AI mods like LAMBS, VCOM and ASR — run it on its own, not alongside them.

This is an early Alpha release that I am still actively working on — expect the odd rough edge. I am continuing to bug-fix and improve it, so please report anything you find on the Discord or Comments.


Core Features
  • Real Line-of-Sight Awareness: AI only knows what it can actually see. Break line of sight and it engages your last-known position, then forgets you — no more shooting or tracking through walls. A spotter calls out a fresh contact a beat before the whole squad reacts.
  • Tactical Infantry Combat: Units seek cover, lay and react to suppressive fire, go prone when pinned, and break contact when they are losing. Stance matches the cover they are using (no stance-dancing), and they react to the situation — win fire superiority when ambushed, push to cover when they hold the initiative.
  • Fire & Maneuver: When a group has the upper hand it splits into a base-of-fire element that pins you down and a maneuver element that bounds wide around your flank. It is not every fight, so it stays unpredictable.
  • Inter-Group Reinforcement: Nearby friendly groups move to support a unit in contact — and can pincer in from a flank — while weak, busy, or defensive groups sensibly hold their ground.
  • Garrison & CQB: Defensive groups occupy nearby buildings and fight from the windows without abandoning their post; aggressive groups push inside and clear it room by room with spacing and overwatch.
  • Vehicle & Crew AI: Crews prioritize the most dangerous target (armor and AT first), hold standoff, pop smoke the moment they take a serious hit (vanilla AI never does), prefer roads, and tanks hold and fight at range. Mechanized infantry dismount to fight and re-board once it is over.
  • Opt-In Skill Tuning: Apply difficulty profiles (Recruit through Elite) or tune each skill yourself with sliders, with per-unit variance so squads are not identical. Off by default, so it never overrides your difficulty, modules, or manual settings unless you turn it on.
  • Works WITH Zeus & Mission Makers: DiGii AI never overrides a deliberate order. A hold-fire/defend ROE or a "hold position" order makes a group defend in place; it never changes your ROE, speed limits, or set behaviour — and resumes managing only when the situation changes.
  • Performance-Scaled: A distance-based level-of-detail system processes nearby fights in full and distant ones cheaply, so large battles stay smooth.
  • Fully Configurable & MP-Ready: Every threshold and toggle is a CBA setting. Works in singleplayer, hosted, dedicated and headless-client setups, and only the groups a machine owns are processed.


Zeus & Eden Control

You can command and configure DiGii AI without scripting:

  • Garrison / Clear-Building orders: Give any group a custom "DiGii: Garrison building" or "DiGii: Clear building (CQB)" waypoint — in both the Zeus waypoint menu and the Eden Editor (no extra mods needed) — or drop the matching Zeus module on a group.
  • Per-Group Attributes (Eden): Under the "DiGII AI" attribute category, set a group’s Posture (Aggressive/Defensive), toggle Manage with DiGii AI on/off, force Hold position, or switch individual systems (assault, reinforcement, auto-garrison, auto-CQB, cover, mechanized) to Default/On/Off.
  • ZEN Right-Click Menu: With Zeus Enhanced loaded, the same posture / manage / hold controls appear in ZEN’s right-click context menu for live changes mid-mission.
  • Auto-Registration: Groups spawned by Zeus are picked up and managed automatically.


Who Is This For?
  • Singleplayer & Co-op Players: Face an enemy that uses cover, flanks, garrisons and reacts believably.
  • Mission Makers: Build smarter scenarios with no scripting — set posture and behaviour right in Eden.
  • Zeus Operators: Order garrisons and building clears, and adjust groups on the fly.
  • Units & Clans: A consistent, configurable AI baseline for your operations, MP-ready out of the box.


Special thanks to all my Supporters! <3
[ko-fi.com]


How to Use
  • Subscribe and load DiGii AI together with CBA_A3. That is it — WEST, EAST and INDEPENDENT AI groups are enhanced automatically.
  • Tune everything under Options -> Addon Options -> "DIGII AI" (sides managed, tactics, skill, debug, and more).
  • In Zeus/Eden, use the DiGii Garrison / Clear-Building waypoints and modules, and the "DiGII AI" per-group attributes described above.
  • To tune AI skill, enable Manage AI skill in the Skill settings and pick a profile (off by default).


Full User Guide

A detailed User Guide (PDF) covers installation, how the AI behaves, Zeus & Eden usage, the full scripting API, and every addon option:
DiGii AI — Full User Guide (PDF)[drive.google.com]


FAQ & Troubleshooting
  • Do I need ZEN?
    No — only CBA_A3 is required. Zeus Enhanced (ZEN) is optional: it adds the right-click context menu, but the waypoints, Zeus modules and Eden attributes all work without it.
  • Does it work in multiplayer?
    Yes. It runs on dedicated, hosted and headless-client setups, and each machine only processes the AI it owns.
  • Is it clientside?
    It must run on the machine that owns the AI (the server and any headless clients). Clients also need it loaded to use the Zeus/Eden controls.
  • Can I use it with LAMBS / VCOM / ASR?
    No — DiGii AI replaces them and will fight them for control. Run only one AI mod at a time.
  • Will it override my Zeus / mission orders?
    No. It respects your ROE, speed limits, hold and behaviour orders, and you can fully disable it per group via the attributes.

If you have any questions/issues or want to report a bug please join my Discord — it makes things easier for everyone.
[discord.gg]


Credits & Acknowledgements

Created by DiGii.

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