VcomAI 3.0 Versions Save

Vcom AI 3.0

3.3.0

5 years ago

[3.3.0] - 2019-03-26

This build may be unstable, as it was pushed straight from development. We'll try and solve any issues as soon as possible.

Added

  • VCOM Situation Framework
  • Revamped reinforcements system
  • New movement system (AI will not enter combat mode unless very close to enemies)
  • New CQC system (To tie in with the new movement system)
  • New suppression system (To tie in with the new movement system)
  • Revamped clear building logic

Changed

  • Functions have now been categorised
  • fn_EnemyArray has new parameters
  • fn_AIHEARING now sets units to "AWARE"

Fixed

  • AI will only call out formation change when actually changed.
  • VCOM should run on zeus/headless now

3.2.1

5 years ago

Keys are not included in the mod version.

Changelog

[3.2.1] - 2019-01-31

Added

Changed

Deprecated

Removed

Fixed

  • CBA settings would get called despite CBA not being active
  • Error in FFE caused by erroneous merge
  • The correct userconfig file is now included.

Security

  • CBA Settings is now marked as a dependency in the mod version, but can be ran without. This is required for CBA settings to be shown in the 3den editor.

3.2

5 years ago

Changelog

[3.2] - 2019-01-20

Added

  • VCOM Driving (Experimental)
  • AI accuracy settings can be tweaked in CBA

Changed

  • AI in "safe" behaviour will prefer forming convoys/columns
  • Disabling sides option now works with RydFFE
  • Number of mags before considering rearm is lower by default
  • Rearm search radius has been lowered
  • VCOM Advanced Movement will no longer overwrite zeus placed waypoints
  • FSM files were moved to functions library
  • Initialization files are now stored as functions with `preinit = 1´ tags
  • Config files no longer produce functions and are instead directly called
  • RydFFE was updated from 1.14 to 1.16

Deprecated

Removed

  • init.sqf

Fixed

  • VCM skill settings wouldn't apply to units.
  • Infantry would get stuck in a rearm loop, chasing large vehicles.
  • Hit reactions compatibility with ACE
  • VCOM will not affect squads with player squad leaders

Security

  • Loaded config files are logged in .rpt

3.1

5 years ago

Changelog

[3.1] - 2018-11-13

Added

  • Changelog
  • Rydigiers "Fire For Effect" artillery system
  • CBA settings support for "Fire For Effect" artillery system
  • Parameter for forcing speedMode "FULL"
  • Descriptive header for all Vcom functions
  • VCOM is now licensed under the ArmA Public License - Share Alike
  • Zeus to mission.sqm

Changed

  • Vcom will not give flanking orders to AI with a commander
  • Suppressors are now dynamically checked
  • Mines are now handled differently (Placed mines are added to an array)
  • AI will no longer ragdoll when prone, will instead perform animations
  • AI will not ragdoll when within a certain distance of a player
  • VCom functions have been moved to Vcom\Functions\VCM_Functions
  • Hold waypoints now define what building to garrison
  • AI will not generate flanking waypoints targetting unknown units

Deprecated

  • VCom artillery (Replaced by "Fire For Effect")

Removed

Fixed

  • VCM_SKILLCHANGE had no effect
  • AI taking control when player incapacitated
  • AI attempting to flank aircraft
  • Building clearing behaviour did not check distance to target
  • Civilians being affected by VCOM
  • VCM_SIDEENABLED had no effect
  • VCM_ARTYENABLE had no effect

Security

  • Whitelisted remote execution for VCOM