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
4 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
4 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
4 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