Arma 3
foxMod: AI Tweaks
14 Comments
Fluffy GS G5 30 Nov, 2021 @ 12:54pm 
This mod is cool, but is there a way it works also for units with respawn or like in warlords when you request units?
500 Magnum 25 Dec, 2020 @ 3:39pm 
@fox pls make all units in the players' squad max out throughout the game! It'd be great for liberation since the default ai are next to useless
Nekavandre 13 Oct, 2019 @ 1:56pm 
That IR Laser function is what I needed for the AI thank you! Thank you! I spent like 4 hours last night trying to get AI to turn them on. Got flashlights working for them to be on day or night 24/7 until said unit is killled but I could not no matter what get Lasers to turn on. I hope this works. Thanks friend.
The Gabriel 19 Aug, 2018 @ 2:22pm 
You can make it possible to be used on units that are spawned by using CBA , there's an action that any unit vehicle or unit spawned use that init
KennyLuo 22 Nov, 2017 @ 7:12pm 
Thanks mate.
fox  [author] 22 Nov, 2017 @ 8:27am 
I don't believe so unfortunately - it only operates on units present at mission start (though it will persist on those units if they respawn in a multiplayer scenario). However, since you can change AI skills via Zeus, you should be able to accomplish the same effect by just maxing out their skill.

I may look into updating this in the future to apply to any units that join the player's group (or playable units' groups if configured) midway through the mission - which should apply to Zeus units as well if they are attached to the appropriate groups.
KennyLuo 13 Oct, 2017 @ 5:32am 
Will this affect Zeus AI squadmates? I can change AI skills via Zeus.
fox  [author] 5 Oct, 2017 @ 5:55pm 
This should be compatible with anything that doesn't also adjust AI skill / ability values on individual units. I don't believe ACE does this, but I've never checked. If your AI squadmates are kicking ass alongside you, it's probably working. :P
TAIKO 2 Oct, 2017 @ 9:40pm 
fox - Thanks for the mod, been looking for something like this. (Odd this feature isn't included in default SP.) Is this mod ACE compatible?
ArtZ 22 Jul, 2017 @ 7:48am 
thanks for ask
fox  [author] 20 Jul, 2017 @ 2:58pm 
Hi ArtZ - Negative, this should have no effect on CPU usage. It simply adjusts skill values for the affected units (e.g. AI squadmates) once at the start of the mission, and again when one of those units respawns in MP. It's otherwise completely idle / passive.
ArtZ 20 Jul, 2017 @ 8:05am 
Does this AI module increase CPU usage?
fox  [author] 16 Jul, 2017 @ 2:38pm 
Hey fvmoperator - This currently only affects AI teammates, and was intended to help make them more useful in coop scenarios where you're short of a full team. Any other changes would be beyond the simple scope of the mod, so I probably won't be making them. Sorry!

Something like ASR AI might give you something closer to what you're looking for though?
http://www.armaholic.com/page.php?id=24080
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=642457233
fvmoperator 16 Jul, 2017 @ 6:39am 
how about giving the player a low audible value like 0.2 so you could sneak up to enemy ai and use the mocap mod?