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  1. @Horbin was generous enough to allow me to continue the development of the Fulcrum Mission System (FuMS) and we have just pushed the updated version of FuMS to his GitHub site, which is here: CURRENT VERSION: 0.420 RELEASE DATE: 04/20/19 NOTE: I recommend you reinstall the system, then add your custom content. If you want to submit content please do and I’ll add to base system. You can read more about this awesome mission system here in the main thread. And here is some info about what makes this such a cool mission system So far, the following issues have been resolved: 1. Exile Toast notifications and SystemChat messages have been added to address the issue of Global Hints being blocked 2. AI aggression has been updated to correct issues that occurred after the last major update to Arma 3. Poptabs have been added to soldiers and loot chests 4. Minor tweaks and corrections While this is great progress, there is more work to do to repair some of the base functions. Additionally, i would like to expand the system and activate as many of the features as we can. This thread is dedicated to that process and will include several additional posts to track new features, showcase videos and bug tracking. I will offer support while I can, but as this is a work in progress, it's still sort of rough. This is not really intended for beginner admins until we really polish the system up, but it is not difficult to set up at all, and works out of the box. All feedback and testers are welcome, but understand this is a labor of love. We're all just trying to have fun so let's keep it positive. -WW (TheOneWhoKnocks) Special thanks: The following people have been instrumental in this process and I wanted to recognize them for their efforts: Programming: @Horbin - The creator of FuMS Testing and Support: @Brenner - Thanks for all the help supporting guys getting the system running. Contributors: @red_ned @GolovaRaoul @=CF=Dragunov @HeadlessRocket @Mythbustar @Kimi_Hunter Thanks for allowing me to port over your missions. This was critical in pinpointing issues and expanding the system to maximize your content.
  2. Super Jerome

    [UPDATE] VCOM AI (Exile 1.0.4)

    *DISCLAIMER* This is not my mod. This mod was created by Dominic. This is version is formatted for use on Exile servers. I have been using VCom AI for some time now and am very pleased with the results. It works with all the AI sytems (DMS, A3XAI, VeMf, etc.) and come fuctioning out of the box. No custom codes need to be added to your current AI system. Even if you simply place AI utilizing Eden Editor, it will take over and make them smarter. If you want AI that flank, utilize vehicles (includes stealing unlocked), and simply function more like a player than this mod is for you. There is little documentation available for running this mod without utilizing the @VCOMAI under -mods in your commandline so I am releasing this. INSTALLATION: Step 1: DePbo your map (i.e. Exile.Altis) Step 2: Place the folders "VCOMAI" and "userconfig" into your pbo. Step 3: Place the files: "Defines.hpp", "Exile.hpp", and "VCOM.hpp" into your pbo Step 4: Open the "init.sqf" provided and add the line to your own init.sqf. Step 5: Open the "description.ext" provided and add the lines to your own description.ext. Step 6: Remove the line "#include "RscDefines.hpp" from your own description.ext. Step 7: RePbo your map and upload. NOTE: If you previously had VCOMAI installed you must remove all of the old "#include" lines from your description.ext. DOWNLOAD VCOMAI STEAM WORKSHOP Thanks to @[HG]RaVeN103 for providing the files that work with latest Exile release.
  3. Super Jerome

    [Release] USS Nimitz Occupation

    Alert! The Naval vessel USS Nimitz has been occupied by insurgents. Eliminate all enemies and recover all U.S. property. By request I have made a ship that uses as little external mods as humanly possible. The ship has 33 AI as well as an AI minigunner boat that does patrols. There are vehicles on the ship that you will need a lifting script like R3F Logistics to retrieve. There are also tanks on the ship guarded by snipers. If you don't want the tanks just delete them in the editor. There are several loot crates that have weapons, etc. in them. Be warned the anti-air defenses on the ship are fully opperational. The best way to enter the ship is via sea using ladder at the rear starboard side. Currently the maps supported are Altis, Malden, Chernrus and Tanoa. Australia will be released in the near future. If you have an additional map request let me know. If you are unfamiliar with Eden Editor see the guide in my signature and go to Eden section. Required Mods: Exile (obviously) CBA_A3 USS Nimitz R3F Logistics (optional) Installation Steps: 1. Extract your map pbo (i.e. Exile.Altis) within the missions folder located in your "My Documents". 2. Download and extract the "Nimitz.*Map*" for whichever map you are using into same folder as step 1. 3. Open ARMA 3 launcher and load the mods Exile, CBA, and USS Nimitz. 4. Using Eden Editor open your map (i.e. Exile.Altis). 5. Merge your map with the extracted "Nimitz.*Map*" from step 2. 6. Save, Repbo, and upload back to your server. Note: Don't forget to load any mods your server is currently running. DOWNLOADS: Nimitz.Altis Nimitz.Malden Nimitz.Tanoa Nimitz.Chernarus
  4. Super Jerome

    [Release] CUP AI Ship

    Me and my friends made a custom AI ship and I decided to share it with the community. The ship has vehicles and crates full of weapons and equipment inside it. I have imported it on the maps Altis, Tanoa, Malden, and Chernarus. If you wish additional maps please let me know. The ship has an AI boat and helicopter that does patrols as well as many AI inside. There is an working elevator within the ship to move vehicles around. You will need a lifting script like R3F Logistics to lift vehicles off ship. There is a AH-1Z on the main deck of the ship that players can take once they secure the ship. You will need some experience with Eden Editor to import/merge this on your current map. If you are unfamiliar with doing this see the my guide in my signature. There is an Eden section that should get you pointed in the right direction. Lastly, you will need Extended Base Mod (EBM) as well as CUP Units, Vehicles, and Weapons in order to use the ship. Steps are simple: 1. Place your map pbo (i.e. Exile.Altis) into your missions folder within "My Documents" and extract (see my guide). 2. Drop the "AIShip.pbo" within the same folder as your map .pbo. 3. Extract the "AIShip.pbo" into its own folder "AIShip.*Map*.pbo" (same as step 1). 4. Ensure you have EBM, CUP Units, Vehicles, and Weapons loaded and launch ARMA 3. 5. Open your map pbo in Eden Editor. 6. Merge the "AIShip.*Map*" with your current map. 7. Save your map pbo, Repbo it and upload to your server. The items on the ship may seem like they are floating in the air. Don't worry when your server loads it they will be on the correct level. You may reposition the ship and all the items within Eden if you don't like where the ship is at on map. If you do this though you will have to adjust the height of the ship or items on the ship. Required Addons: CBA_A3 CUP Units CUP Weapons CUP Vehicles Extended Base Mod R3F Logistics (optional) DOWNLOADS: AIShip.Altis AIShip.Chernarus AIShip.Tanoa AIShip.Malden Note: Players enter the ship at the rear. There is an scroll option to open back gate.
  5. aussie battler

    [Release] Recruit Ai Bodyguards

    Description: Recruit Ai Body guards from your XM8 or from placed objects on the map. How it works: Recruit an Ai Guard from your Xm8 using beef parts. The ai will auotmatically join the group (controlled by the player who made the party). Rules: Ai despawns on restarts. Ai only attacks mission ai (only tested on DMS Ai). Command Ai movement: 1. Press ESC>Configure>Controls>Show:Command 2. Change the "ACTION" of "Select Unit 1" to the key of your choice (I used "semicolon"). Press "OK" and go back to the game. 3. Press "semicolon" to select your Ai, then hit "space bar" 4. Move your mouse to the position you wish the Ai to hold or vehicle you wish the Ai to enter. Now hit the "space bar" Command Ai to drive: 1. Exist a vehicle from a passenger seat. 2. Order the Ai will hop in the vehicle. 3. Get in the vehicle & mark waypoints on the map. You can also take over driving. (thanks to @TheDaddy for the Ai driving tip) I would like to change the ai behaviour to help kill other Exile Players out of the players group & also command the Ai. Let me know if you have any ideas. Install V2: Scroll to the bottom (replaces the XM8 server info button + able to choose between 6 different ai soldiers). Install V1: Recruit Ai from your XM8. Install ExAd by @Janski Drop the DeployVehicle folder into your.mission\ExAdClient\XM8\Apps\DeployVehicle found here Make sure you drop the Deploy Vehicle server file in your @ExileServer/addons folder found here In config.cpp search for class CFGXM8 Add the following to extraApps[] = { }; The line should now read: extraApps[] = {"ExAd_Unit"}; Underneath the class CfgXM8, edit it to read: 5. In config.cpp search for BeefParts and change the line to: Want to make changes? Change the XM8 logo at: your.mission\ExAdClient\XM8\Apps\DeployVehicle\dog.paa In config.cpp under "class ExAd_Unit", change the line to suit your logo name logo = "ExAdClient\XM8\Apps\DeployVehicle\dog.paa"; Change the soldiers at: your.mission\ExAdClient\XM8\Apps\DeployVehicle\bodyguard.sqf (line 7) Here are the classnames: Infistar Settings (thanks to @1Man): Add "Craft Vehicle" to the allowedActions section: allowedActions[] = {"Break free","Use AutoLockPicker","Craft Vehicle","Hack UAV"}; Future Updates: Would love the ai to attack players not in your group. Not sure how to command the ai, I tried keybinding commands (like target) but it didn't work. Let me know if you have ideas on how to do this. Thanks to @Janski for making the cool EXAD XM8 Apps and @BetterDeadThanZed for the custom buildings to server addons script. Enjoy!! aussie OPTIONAL EXTRA: Spawn the Ai from a mobile phone thanks to @1Man If you want to allow owners to pick another option I have this if you want to add it. config.cpp guard.sqf bodyguard.sqf Changelog: ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 6.09.17 Updated the Ai skill level which can be set in Exile.Mission/ExAdClient/XM8/Apps/DeployVehicle/bodyguard.sqf Currently it is set to: To learn more about Ai skill settings head to by Tobias Solem Thanks to @TheDaddy for the idea. Control your ai with this mod: ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 6.09.17 Updated instructions on commanding the Ai to move & stay. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 12.03.18 Updated for Exile 1.0.4's new XM8 apps. + Removed the deploy statue, it confused players. + Updated the script to only deploy cool ai units. + Ai can now be recruited in a safe zone. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ UPDATE 21.11.18: In your description.ext turn on the commanding menu (change to 1): showHUD[] = { 1, // Scripted HUD (same as showHUD command) 1, // Vehicle + soldier info 1, // Vehicle radar 1, // Vehicle compass 1, // Tank direction indicator 1, // Commanding menu 0, // Group Bar 1, // HUD Weapon Cursors 1 // Squad Radar }; Then players can see the command ai menu. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ I have updated recruit Ai to V2. This version uses XM8Apps by @Shix to spawn the Ai. You will replace the "Server Info" button with an apps button. You can now choose what type of Ai you would like to spawn (AT, AA, Sniper Ghillie, Sharpshooter or Machine Gunner): I left in some other apps that I use: @Shix : Created XM8Apps, eBase XM8 App, View Distance. Lunchbox: Created XM8 App Base Location Markers. @happydayz - Enigma: created ExileSecurity. Brun: created BRAma Recipes. @Unkown_GTX : created voyagerCompass. @Johno: created Player_Light ( I think JohnO created this. I modified it to work in Cherno Redux in daytime.) I am not sure who made the server info script or the selfie, but thanks. Hints & Tricks by @Runewulv
  6. Built on DMS_Version: "September 7, 2017" - Bandit Mission Pack V 4.0 - Mines & Launchers edition I started just making one new mission.... I ended up recoding them all! Basically better formatted, smaller and better thought out code which gives you more control over more variations, and what's more I tried (probably not very well) to explain it all so you can make your own. I DONT claim to be an expert, I just keep trying until it works and I understand a bit more which is why I changed so much of the code. Thanks to @CEN for testing since my client is really buggered, @Defent and @eraser1 for DMS, @second_coming for Occupation (and I borrowed some code which was better than mine - listed in How To document) and to @BlackheartsGaming for helping with adding cash into vehicles. Updated June 2018 > V4.0 - Release Now with rocket and mine chance - mines cleaned on mission win Mines clear up on mission win Big tidy on code to make it more easy to edit Missions should automatically over ride DMS configuration file settings For upgrading with standard (non-edited) versions of these missions just replace the mission.sqf files Please report any bugs as there are so many possible combinations/permutations that I cant test every single possible mission Updated 01 November 2017 > V3.5 - Release Updated 14 March 2017 > V3.1 - Release Updated 10 March 2017 > V3.1 - Release Updated 16 July 2016 > V3.0 - Release Updated 14 June 2016 > V2.0 - Release Updated 12 April 2016 > V1.1 - Release Updated 01 March 2016 > V1.0 - Release ******************************************************* Download includes instructions on installation, instructions on how I attempted to code it (so everyone else can have a go), and of course, the files themselves: all my scripts/missions are on GiThub available at: and have removed direct downloads Its not overly complicated to install but you need to follow instructions (as long as I documented them correctly) Update V4.0 > notes below but now you get 36 missions giving 144 difficulty variations and more random loot and also a choice of vehicles which are randomly chosen for permanent vehicles plus chances of persistent and non persistent vehicles. Total is in the 10's of thousands off variations! I have updated the instructions and added in a change log and also a description of how the vehicle choice/persistence is done inside the how it works file. Please give constructive feedback (and detailed bug reports) as this was a lot bigger job than I expected but decided to finish it completely with every mission I had. ******************************************************* Installing. 1. Copy contents of this folder>/missions/bandit/ into a3_dms.pbo /missions/bandit/ , you can remove old missions. 2. Copy contents of this folder>/objects/ into a3_dms.pbo /objects/ , you do not have to replace any already in there (files dont go in the static folder) 3. Extract main config.sqf 4. Find DMS_BanditMissionTypes = 5. Replace current list of missions between [] or add in the new ones, this is mine as i balanced the new missions the same as their stock mission using 3 as normal mission priority (you dont really need the old versions of any of the Bandit missions as they are all replaced in this file). DMS_BanditMissionTypes = [ // List of missions with spawn chances. If they add up to 100%, they represent the percentage chance each one will spawn ["bandits",3], ["bauhaus",3], ["beertransport",3], ["behindenemylines",3], ["blackhawkdown",3], ["cardealer",3], ["construction",3], ["donthasslethehoff",3], ["foodtransport",3], ["guntransport",3], ["humanitarian",3], ["lost_battalion",3], ["medical",3], ["mercbase",2], ["mercenaries",3], ["nedbandit1_mission",3], ["nedbuilding1_mission",3], ["nedcar_mission",4], ["nedcashbandits_mission",3], ["neddrinkstransport_mission",4], ["nedguns1_mission",3], ["nedhatchback_mission",3], ["nedhuey_mission",2], ["nedhunter_mission",2], ["nedifrit_mission",2], ["nedlittlebird_mission",2], ["nedmedical1_mission",3], ["nedoffroad_mission",3], ["nedresearch_mission",3], ["nedsnipercamp_mission",3], ["nedstrider_mission",2], ["nedbtrader_mission",2], ["nedural_mission",3], ["roguenavyseals",3], ["thieves",3], ["walmart",3] ]; 6. Repack config.sqf and folders into PBO 7. Put a3_dms.pbo back into /@ExileServer/addons/ on server and start. No BE or InfiSTAR additions apart from what you installed to run DMS. this will not run without DMS. Configuration advice in the "How it works" file in zip. If you want to help share more missions then drop me a line. enjoy As I agreed to have content included in the bas DMS files on GitHub the following now is in effect. License Overview: This work is protected by Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0). By using, downloading, or copying any of the work contained, you agree to the license included. DMS by Defent and eraser1 is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  7. I made some modifications to the underwater stash mission created by @eraser1 for Tanoa. To be clear this is his mission I merely changed some positioning so that it functions on Chernarus. This mission requires DMS. You will need a crate loading script like R3F or Igiload to get the crate. Installation: Step 1: Place the underwater_stash.sqf inside of your a3_dms\missions\static folder. Step 2: Open your config.sqf and add the line ["underwater_stash",1] inside of the DMS_StaticMissionTypes block Step 3: With the config.sqf still open add the line "underwater_stash" inside of the DMS_StaticMissionsOnServerStart block Step 4: Ensure you have static missions enabled. Don't forget to add commas if needed. If you are confused about punctuations look at the Server Owner Guide. I modified the loot tables for some worthwhile loot. DOWNLOAD Other Links: Defents Mission System R3F Logistics Server Owner Guide
  8. chall41

    [Open Beta] [Spectre]

    This is a server that's nearly finished at the moment we need players to come on and try it. As the players feedback will be the finishing touches to it. To make it a good Experience for all. Hope to see you all on there soon. Thank you SPECTRE
  9. HexicGaming

    [DayZ][Vaxoc Gaming]

    A challenging, yet satisfying DayZ Mod experience with a sprinkle of ArmA 3 weapons and vehicles to mix it up. On this server there are AI missions with roaming AI alongside zombies. Also you will find a balanced progressive system to give players a sense of accomplishment and triumph with each tier they achieve while playing.
  10. Hi! We've noticed on our Exile server that the AI, no matter what weapons they individually have, do NOT shoot/engage players beyond 750 meters. We've looked through the Exile files and cannot find anything that creates this limit. AI, for example with a sniper with a Lynx and LRPS scope, should definitely engage targets at much longer distances, certainly beyond 750 meters. Does anyone know where Exile puts this limit and how to change it? Thanks.
  11. Updated original mission to use the latest logic I have for static missions, added cash into a crate too. ******************************************************* Using a small amount of additional mapping and lots of stuff already in the area to make this one light on the server ******************************************************* "Abandoned Village" v2.1 static mission for Altis. Created by [CiC]red_ned using templates by eraser1 Credits to Pradatoru for mapping 18 years of CiC easy/mod/difficult/hardcore - reworked by [CiC]red_ned ******************************************************* For Altis only. Running on DMS System ******************************************************* Installing. 1. Copy a_village.sqf into a3_dms.pbo missions/static 2. Copy a_village_buildings.sqf into a3_dms.pbo objects/static 3. Extract map_configs/altis_config.sqf 4. Find DMS_StaticMissionTypes append [["saltflats",1],["slums",1]]; Change to (or add extra) DMS_StaticMissionTypes append [["saltflats",1],["slums",1],["a_village",1]]; 5. Find DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects"]; Change to (or add extra) DMS_StaticMissionTypes append ["saltflatsbase","slums_objects","a_village_buildings"]; 6. Repack altis_config.sqf into PBO 7. Put a3_dms.pbo into /@ExileServer/addons/ on server and start. Install instruction and images in download from No BE or InfiSTAR additions apart from what you installed to run DMS. this will not run without DMS. You can edit the mission text by changing the following in a_village.sqf // Define Mission Start message _msgStart = ['#FFFF00',format["%1 Terrorists are raiding the abandoned village for cake and beer",_difficultyM]]; // Define Mission Win message _msgWIN = ['#0080ff',"Convicts have successfully killed the Terrorists and stolen all the cake"]; // Define Mission Lose message _msgLOSE = ['#FF0000',"Terrorists got bored and buggered off taking all the goodies..."]; // Define mission name (for map marker and logging) _missionName = "Abandoned Village";
  12. shootex20

    Exile Chernarus Redux

    Welcome to Shootex&Allu's Server, we're a friendly group looking to expand our player base I've previously ran server before I originally use to run Arma 2 Epoch Servers, & a couple years ago Arma 3 Exile Servers. Why should you join us? Well for starters, my goal is to provide you with the best server possible, I'm constantly updating, and monitoring. I've got some great mods, who are friendly and are willing to help out when you need it as well and our goal is fun. My server is still work in progress and I'm constantly updating and adjusting things! What is required to play with us? This is our Steam Modlist (This is everything you need to play with us!), --> What's so great? REF Logistics A3XAI Occupation AI system DMS Mission system High loot Friendly group Zombies (soon to be adding zombie missions as well) Come give us a try -->
  13. One of the most persistent reputations of AI in ARMA is that they either are dumb as a rock or robot death machines. The reason why is usually because they have been unappropriately configured or worse, not configured at all. Before we begin there are a few factors you need to be aware of that drastically determine AI behaviour, they are: brain and server performance. Brain The 'default' brain in ARMA 3 gets the job done. Basically in ARMA you can configure AI behaviour through a set of rules that define the logic of their brain. These sets of rules basically make up their decision making and work sort of like a chart of "what should I do if this happens". The more advanced the brain is, the more advanced the behaviour of the AI, which gives it opportunities to (for example) set waypoints to go inside a building and walk up stairs, clear rooms, throw grenades and such. But all of these rack up a lot of resources used, so in ARMA, multiplayer AI, these abilities usually aren't present because those who are skilled enough to program these AI-scripts (not me) try to balance the brain of the AI to do certain tactical actions, but not too many. If you see a more advanced AI-system that do more complicated stuff, it comes with the caveat that each instance of an AI will use more computing power. Meaning that you might have 20 decision-making super-tactical bots or 100 decently-capable bots using the same resources. Server performance One of the big things about AI-behaviour is that they need computing power. The AI tends to utilize the "CPS" (Condition evaluation Per Second) which directly affects the AI's ability to respond to a threat for example. The lower the CPS, the longer response time for the AI, 0 meaning that they do not respond at all, and stand around like frozen statues, and lower mounts meaning that they react slowly, and do really "dumb" stuff. Think of it like 15+ CPS is them functioning well, and every step under that means they're getting more and more drunk. The less resources available for AI, the worse they will perform and thusly become "easier" Further info & optimizing a server here: How to configure the AI properly This statement implicates that you are familiar with the two above principles, because everything you learn from hereon will be affected by the two above. With that out of the way, lets get to the meat of configuring AI. AI are configured with the setSkill-command, which usually comes after a this (clientside definition) or a _this (global definition) setting (for more details, look into the ARMA 3-wiki, I'm by no means skilled at SQF, but reading there gives you better insight to why you do what when). This command then has a subset of parameters, they are: aimingAccuracy, aimingShake, aimingSpeed, reloadSpeed, spotDistance, spotTime, courage, commanding, and general. Each setting uses a percentage setting ranging from 1.0 (100%) to 0 (0%) usually meaning that the higher the better. This is all set by the following syntax (for example): this setSkill ["aimingAccuracy", 0.75]; In the above case we set the "aimingAccuracy" to 75% of maximum. Roughly calculating a probability that 3 out of 4 bullets the AI fires strike the intended target. Note that these numbers are modified by other factors, such as movement, range, cover, etc. - but that's the base attribute. Using the same syntax you can set the individual AI-criteria, see below for details: * aimingAccuracy - Affects the probability of the AI hitting a target with its weapon(s) * aimingShake - Affects the AI weapon sway, in this case meaning that 0.10 for example sets the weapon at 90% sway * aimingSpeed - Affects the AI's ability to place its crosshair/iron sight exactly where it needs to hit the target, higher means quicker aim * reloadSpeed - How quickly an AI reloads his weapon, higher means faster reload time * spotDistance - How many percent out of maximum view distance can the AI spot the target from? * spotTime - How quickly does the AI spot the player with a direct line of sight? 1.0 being immediately. * courage - How courageous is the AI? This is affected by a number of criteria, such as friends dead. 1.0 means that it will never try to run away. * commanding - How effective is the AI at, if it can, communicate that it has spotted a hostile target and its position to the other AI? 1.0 = 100% effective. * general - Overrides any of the above settings (if they are not already set) and sets the values at the specified setting. Using the above syntax, you can set all of these skills in an array, like DMS does, like so: [["aimingAccuracy",0.10],["aimingShake",0.70],["aimingSpeed",0.75],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",0.50]]; Defining settings like this greatly affects the AI behaviour, meaning that depending on how much or little of a challenge you want the AI to pose, you need to balance these to find a sweet spot that is to your liking. A good way of doing it is by spawning in a group of enemies in the Eden editor and set their skills (it uses a slider to define their skillsets, but that slider is exactly like the above, it sets the %). Then engage the AI and watch their behaviour. Groups When you add AI in a mission system, every new "instance" of AI you add forms a group. Normally each mission in Exile for example has one single group. Depending on the mission system, these groups do not communicate with each other, or does not communicate with each other over distance. Which is good, imagine having two missions running on the same map, and the AI mission from one site starts moving away from ... defending the bunker, or whatever, to move to the other group. The bad part about having just one group per mission is that group will not split up into two groups where one flanks for example and the others take position. Splitting into more groups also uses slightly more resources. So, that's it for my little guide. Do with it what you will. But please, before you criticize the AI of a certain mission system. Know your details.
  14. Updated 27 March 2017 to use v2.1 logic with full difficulty settings and cash in crates As there is no Mayor AI, I made this to be a "kill the troops repairing the Mayors mansion and stop his return" kind of mission filling in some unused coastline on South East of map. Mapping is by @Pradatoru ******************************************************* "Kill the Mayor" v2.1 static mission for Altis. Credits to Pradatoru for mapping Created by [CiC]red_ned using templates by eraser1 18 years of CiC ******************************************************* For Altis only. Running on DMS System ******************************************************* Installing. 1. Copy mayor.sqf into a3_dms.pbo missions/static 2. Copy mayor_buildings.sqf into a3_dms.pbo objects/static 3. Extract map_configs/altis_config.sqf 4. Find DMS_StaticMissionTypes append [["saltflats",1],["slums",1]]; Change to (or add extra) DMS_StaticMissionTypes append [["saltflats",1],["slums",1],["ai_island",1],["mayor",1]]; 5. Find DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects"]; Change to (or add extra) DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects","ai_island_buildings","mayor_buildings"]; 6. Repack altis_config.sqf into PBO 7. Put a3_dms.pbo into /@ExileServer/addons/ on server and start. Install instruction and images in download from No BE or InfiSTAR additions apart from what you installed to run DMS. this will not run without DMS. You can edit the mission text by changing the following in mayor.sqf // Define Mission Start message _msgStart = ['#FFFF00', "The old Mayors troups are trying to set up his old home"]; // Define Mission Win message _msgWIN = ['#0080ff',"Convicts have successfully killed the Mayors troups and prevented his return"]; // Define Mission Lose message _msgLOSE = ['#FF0000',"The Mayors troups have left his house to continue planning the Mayors return..."];
  15. 5niper

    Convoy mission?

    I recall a long time ago, having a convoy mission. You'd have 2 or 3 vehicles (customizable, which vehicle, how many, armed, not armed, etc) driving around the map (similar to the roaming patrols) but they carried A LOT of loot in the vehicles, and about 3, 4 or 5 ai in each vehicle, the idea was to intercept this convoy, take out the ai, and you'd get the loot and vehicles. However, I can't remember whether it was occupation, DMS, or some other type of ai/mission system. Does anyone recall, or does anyone know of such a mission?
  16. Below is a list of community made missions for adding into the already great DMS - Defent's Mission System! If you have created and would like to share, send me a PM with the link of the details (below is a sample template) and I will update it accordingly. Install instructions - Supplied by @red_ned *NOTE - Where you see [filename] - This is a place holder for the file names you have downloaded, please amend this and not add Filename to your code. 1. Copy [filename].sqf into a3_dms.pbo missions/static2. Copy [filename]buildings.sqf into a3_dms.pbo objects/static3. Extract map_configs/altis_config.sqf4. Find DMS_StaticMissionTypes append [["saltflats",1],["slums",1]]; Change to (or add extra) DMS_StaticMissionTypes append [["saltflats",1],["slums",1],["[filename]",1]];5. Find DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects"]; Change to (or add extra) DMS_StaticMissionTypes append ["saltflatsbase","slums_objects","[filename]_buildings"];6. Repack altis_config.sqf into PBO7. Put a3_dms.pbo into /@ExileServer/addons/ on server and start. ---------------------------------------------------------------------------------- Mission Name - Creator - Map - Original Forum Post - Preview Images -
  17. Gristle

    Gravelton Exiles - 1940's-50's

    Welcome to Gravelton! Now the third server to bear the name - we've gone historic this time. Features and Addons Vehicles and weapons from the 1930's on to the late 1950's. Expect to see tanks, half tracks, cargo trucks, Jeeps and prop planes. Most weapons use iron sights which force engagement distances to be much closer than you've been accustomed to. The close ranges make pistols, submachine guns and shotguns very viable if not preferable choices. With carefully tweaked AI, this plays considerably differently than a normal Arma experience! Weapons, Uniforms and Vehicles from: IFA3 AIO Lite Faces of War IFA3 Liberation CSA 38 Unsung Sab's Secret Weapons LEN AIO GEIST-A3 Lite Hostile AI are found at marked missions and town invasions. AI troops are also found protecting hidden loot crates. Some of the best gear are found in these crates! Riot squads are dispatched to chase down players - a message will announce the targeted player to give you a chance to take cover or run! Beware of hostile air patrols. They will strafe you with machine guns if they spot you. Hostile AI Provided by: Defent's Mission System (DMS) Exile Occupation A3XAI VEMF Reloaded A strong focus is on scavenging and crafting. As such we also have a player market for you to easily trade desirable loot with fellow players. All vehicles (except Air Drops) are persistent. If you find an unlocked vehicle, it is yours to keep! You will have to change the PIN at a trader to lock it, however. We also have usable trains and cable cars (needs ATS Dev Branch - check the mod collection link). Other Settings: MarXet Player Black Market CDAH Vehicle Crafting Extended Base Mod Extended Survival Mod Advanced Towing, Rappelling, Urban Rappelling and Sling Loading Advanced Train Simulator APOC's Air Drop Assistance Close Air Support and Mortar Fire Support available in XM8 Custom AI/Vehicle Scanner Closing notes - Rare and valuable loot can be found on the outlying islands, especially in the radiation zone. Be cautious if you explore these areas as there have been reports from survivors of unusual and disturbing occurrences in these areas. Gravelton is a welcoming community with active admins. We hope you'll come check it out! Mod collection: Community Discord server: Do NOT use A3Launcher as it will not configure the mods correctly. Use the default Arma 3 Launcher for best results.
  18. stefan.kueneth

    Enable AI markers on map for debug

    Hello folks, is there a possibility to show ai on map for debug reasons ? Thx for reply Steven
  19. I've spent about 12 hours of work over the last few days trying to figure out why my server will not spawn AI or vehicles consistently. I'm using Host Havoc and have managed to get the basics up and running such as exile, infiniSTAR, and DMS (only know because I have missions that spawn and such). I've got things set up in these slots Server Mods(@ExileServer;@a3_infiniSTAR_Exile;@a3_exile_occupation) and Mods(@Exile;@a3_dms). I've seen how helpful the community here seems to be and was hoping that someone could see where I've fucked up. I will get the codes in here for my a3_exile_occupation.config and dms.config What I really want to know is how can I set the roaming AI really high, what is the difference between the dynamic and static missions, and what on earth is wrong with the code (which I will post immediately under this one)
  20. CrypticLegend


    Server is no longer available
  21. speedweasel

    ALiVE AI in Exile

    I'm re-posting a DM here that contains some advice on getting ALiVE AI working with Exile. I've been running ALiVE AI on my Exile Chernarus server for the last month and while there are some compromises and drawbacks, the overall player experience eclipses DMS and A3XAI. Hi, I am using the following modules: Alive Required Virtual AI System (Profile) Military AI Skill Military AI commander Military Placement Module Civilian Placement Module Military Logistics I'm also running the Zeus module so I can spectate and debug the AI. I recommend you do this while developing your mission. You can take the Zeus module out before you 'go live.' In order to add loot, respect and poptabs to AI you'll need to add some event handler code to the end of your description.ext file: class Extended_Init_EventHandlers { class Man { init = "_this call (compile preprocessFileLineNumbers 'ai_init.sqf')"; }; }; This code will apply to every 'man' class of object your server spawns. Once you've added this code above, create a new file called ai_init.sqf in the root of your Exile mission folder (right next to description.ext.) Add the following code to the ai_init.sqf file to give the AI, respect, loot and poptabs. It also registers AI deaths and displays the Exile 'killed' message on your screen: private "_this"; _this = _this select 0; if (side _this == east) then { _poptabs = round random 200; _this setVariable ["ExileMoney",_poptabs,true]; _this addMPEventHandler ["MPKilled",'if (isServer) then {_this call DMS_fnc_OnKilled;};']; _this setVariable ["DMS_AI_Side", "Bandit"]; _this setVariable ["DMS_AI_Type", "Soldier"]; _this setVariable [ "DMS_AI_Respect", missionNamespace getVariable [format ["DMS_%1_%2_RepGain","Bandit","Soldier"],0] ]; }; This assumes all your AI are all OPFOR (east). The code above uses functions from the DMS AI mission system which most server admins run. If you don't want DMS missions running on your server you can edit the DMS config file to turn off all missions and loot drops, etc but you still need DMS running on your server to use the above code. As for AI killing each other. I had the same problem for hours and hours. I've tried every permutation of config settings but all of my OPFOR (OPF_F and OPF_G_F) were spawning in as INDEPENDENT groups and shooting each other (you can use Zeus to confirm this. They are dressed as OPF but show up in green groups). Eventually I swapped to CUP units and the problem stopped. Today I'm running three factions on my Chernarus server; CUP_O_RU, CUP_O_ChDKZ & CUP_I_NAPA and everything works perfectly. It turns out that Exile *does* interfere with the way Alive spawns vanilla Arma 3 OPFOR units. It makes them all spawn in as INDEPENDENT groups. I haven't found the code that does this yet but I have run the same Alive mission with and without Exile loaded and it runs perfectly without Exile. I'm continuing to search Exile's code... So, currently you'll need to use CUP Units (or possibly another mod) to get around the problem of Alive units killing each other. Other things you might want to consider: Use ALIVE blacklists to remove all AA groups and units otherwise they will routinely shoot down player helicopters (google alive blacklists, it's pretty easy) If factions are using vehicles, check the 'Ambient Vehicle' setting at the bottom of the Military Placement Module settings Blacklist all of your trader zones using the Blacklist Marker field in your Military and Civilian Placement Modules Alive units will spawn with weapons that have attachments. This lets players dupe attachments like optics, suppressors. Some units also have thermal and launchers. There is no way around this other than creating your own factions using the Alive ORBAT editor. That's a big job. I run a community server and I trust my players so it's no big deal but larger, public servers will have duping problems. Use the minimum filter settings for Objective Size and Objective Priority in your Military and Civilian Placement Modules. If you have unfiltered objectives the AI commander will place units in the tiniest buildings in the middle of nowhere. Good luck with your mission. Let me know how you go. speed.
  22. [BHT] Hawk

    Black Hornet Tactics Altis

    Addons/Server features: *Server Restarts alle 6 Stunden *Roaming and Mission KI *Zombies *Mods: EXILE, Extended base mod, Ryans Zombies, NIArms Complete, Enhanced Movement, Task Force Radio *XM8 Apps (view distance, customizable statsbar, crafting) *Voller Tag/Nacht Zyklus mit kürzerer Nacht *Dynamische Missionen *PVP (Tötet euch wie ihr wollt, aber behaltet stets einen freundlichen Ton) *Revive per Defibrillator *3rd Person View nur in Fahrzeugen *Survival | Hardcore Der Server ist am 01.10.2018 neu aufgesetzt worden. Es gibt aktive Admins und Änderungen werden zeitnah eingepflegt (Wir haben aber alle Jobs, zeitnah heißt also nicht sofort). Neue Spieler starten mit 5k in der Bank. Für eine stete Herausforderung sorgen die Überall auf der Karte spawnenden Zombies. Die Zombies spawnen in geringer Anzahl in Spielernähe, in mittlerer Anzahl in Städten und zufällig auch als Horde. Roaming KI erzeugt ein realistischeres Gefühl. Wir fügen regelmässig neue Inhalte hinzu und sind auch offen für Vorschläge.
  23. General_Jacob

    Turret AI can only be shot in legs?

    Hey guys, For some reason all the mounted turret AI on my server can only be shot in the legs and I have no idea whats causing it. I am not getting any errors or anything in my RPT, just unable to hit them anywhere but the legs. Does anyone have any thoughts or experience with this issue?
  24. kuplion

    [FPS] ExileZ Tanoa

    ## ExileZ on Tanoa!! If you're looking for a well run, fun, and fair Tanoa server, check out FriendlyPlayerShooting. We've been hosting Arma servers for nearly 5 years, starting waaaaay back with Arma2: DayZ Mod, then DayZ SA, and most recently Arma3 ExileMod. We're an easy going bunch of guys who admin fair and take a bullet well. ## FEATURES: Tough Zombies (You have been warned!) Zombies and AI attack each other Roaming AI / AI Vehicles Multiple Missions PVP Capture Points Guarded Crash Sites With Loot Guarded Random Loot Crates 10K Starting Poptabs Spawnzone Cooldowns (15 minutes) Base respawn (15 minute cooldown) Sell crates at WasteDump Trader Custom Kill Feed (shows Weapon, Scope, and a rough location - Great for PVP!) Attach Chemlights to your body (Great for when you don't have NVG!) Claim Vehicles with a Code Lock (Anything that's not already owned!) Custom Randomised Spawn Uniform Loadout (Never spawn with the same clothes or navaagain. Randomised each spawn!!) Radiation Zone replaced with Infected Zone, with hardcore zombies and top tier loot (No gasmasks needed, just balls of steel!!) Ship Wrecks spawn randomly each restart with up to 50000 Poptabs (and other loot). Grab a boat/sub and go do some plundering!! Building Height Restrictions (30m) NO MORE COCK TOWERS!! Territory Payment Due Date notifications so you never miss a payment Accelerated Night Time so you get several days/nights per server restart Bridge to Infected Island (NW Island) ## FIXES: Fixes for weapon attachment duping (No more infinite scopes!!!) Vehicle Protection (from Arma bugs on server restart) Several custom scripts to fix Arma/Exile issues like wonky/exploding crates and vehicles Fixed Weapon Attachment Compatibility ## QUALITY OF LIFE IMPROVEMENTS: Increased Toast time so you can actually read them Customisable Stats Bar (and XM8 config app) Custom View Distance (via XM8 app) Streaming / Recording Toggle - Hides GUI (via XM8 app) ## SERVER PING AND RESTART TIMES: Three hour restarts = 12, 3, 6, 9, 12.. GMT Server locks 15 minutes before each restart to prevent data loss The ping limit is 250
  25. Alucard

    Help? :)

    ai wont give respect in the dms missions when killing them in a jet and tanks i got no idea what setting i need to turn on