Arma 3
RNG AI
161 Comments
寂夜HT 2 Oct @ 3:36am 
Thank you.
寂夜HT 2 Oct @ 3:33am 
I have optimized the frame rate, optimized the utilization effect of AI on team building, and upgraded the missile system of the helicopter to be more compatible with Zeus, but there is no information sharing or mutual support
SteveTheHero 24 Sep @ 10:42pm 
Sadly that mod is nowhere near the same functionality as your original mod. It doesn't do anything similar. And i can understand, i appreciate the update. If this mod can ever be updated, it'll be a game changer. Hope you can come back sometime in the future. Thanks man.
Toksa  [author] 24 Sep @ 10:48am 
Sorry, haven't worked on arma for a long time now. I haven't myself tested this https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3417458930 but should be more up to date than my version. I doubt i get back to arma 3 modding anytime near, due to other projects and limited time.
SteveTheHero 24 Sep @ 9:55am 
Brotha pleaseeee
@KyanPepper
try use (DEV) AI Pathfinder Improvement mod,maybe it can be improved,but not perfect
hope keep updata
Hitman 30 Jan @ 5:07am 
KyanPepper 29 Jan @ 9:01am 
Wouldn't recommend the mod at this moment
It doesnt really work well anymore, they sometimes run and gun, Mostly stay in the open and stand up straight.
Now thats not great already but theres one huge deal breaker
When they get shot at they look all over the place, point at their teammates, and kill them before engaging the enemy.

so pretty useless right now.
J-Money 12 Dec, 2024 @ 9:15pm 
hope you continue to dev this. huge
SteveTheHero 6 Dec, 2024 @ 8:47am 
Can we get an update in the new year? <3
✖w1akz✖ 23 Nov, 2024 @ 6:50am 
все круто:steamthumbsup:
DarkAshFur 29 Oct, 2024 @ 3:31am 
good overall, but if plans are to make a stable and control mission, such as main campaign, this mod its gonna just destroy any planed editor waypoint
I was searching for a AI mod that did not mess up with the inner workings of "path" but every single mod seems to change that very heavily, I my self dont like how slow the IA reacts but I still yet to find a mod that dont change it that much
+good points for adding a option to turn off the mod on Player controlled groups and having a individual variable for that
morons always 19 Aug, 2024 @ 8:10am 
I'll test it with vcom and lambs soon. I know vcom had some scripts that did more work on individual AI in the past and it caused performance issues. I hope you are able to keep working on it, because this kind of thing is exactly what Arma needs.
FlyBooTFagundes 14 Aug, 2024 @ 6:53pm 
LIKE LIKE LIKE
Dr. Diesel Submarine 7 Aug, 2024 @ 3:36am 
The best AI mod I've used. Unfortunately, it absolutely nukes script performance on my dedicated server (to a point where even hold actions initiated by the players do not progress anymore).

We are running large scale MP missions from the Spearhead 1944 DLC campaign. It's fun AF but unfortunately it pretty much becomes unplayable because players can not revive each other, attach explosives, call artillery & CAS.
SteveTheHero 29 Jul, 2024 @ 12:04pm 
Any chance of an update soon brotha?
TacticalMetalhead 15 Apr, 2024 @ 2:49pm 
The only thing I dislike about this mod is how AI will cycle between prone, crouch, and stand even if they are selected to strictly be in a prone, crouch, or stand position.
J-Money 31 Mar, 2024 @ 10:03pm 
Agreed, any possible way to make compatible with VCOM and or Lambs Danger.. would = best AI mod possible.
Buak 29 Mar, 2024 @ 5:42am 
can you make this compatible with Vcom and Lambs please.
SteveTheHero 6 Feb, 2024 @ 2:44pm 
_unit setvariable ["RNG_disabled",true,true]; is not working for me, can anyone else confirm?
Silver 5 Feb, 2024 @ 5:00pm 
just heads up if u have web knights melee it kinda bugs out as the ai cant melee hit each other XD
ferdinandzxz 18 Jan, 2024 @ 7:29pm 
does it work with Vcom?
Filipino Supremacy Warrior 18 Jan, 2024 @ 12:32am 
THIS is the freakin AI mod i've been searching for for years dude THANK YOU!! Much cooler firefights!!
J-Money 9 Jan, 2024 @ 9:17am 
hey everyone im running this awesome mod on my dedi server w this mission:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3134643148
Discord details are on that page. come join!
BlackKnight 19 Dec, 2023 @ 1:11pm 
Hi, i found a weird bug when i use this mod in some SP Campaign or scenarios, that whenever i use it, the AIs in formation with AI squad leader sometime just walk backward indefinitely till the end of the map. Cannot call them to move or stop manually also
ovnxize 5 Nov, 2023 @ 6:18am 
Hope you decide to come back to this, it's so close to being perfect :demoticon:
Kardagan 19 Oct, 2023 @ 7:04am 
i need ACE compat!!! :steamsad:
Sheliz 20 Aug, 2023 @ 11:38pm 
Someone has tried it with ACE and other ai mods?
Toksa  [author] 19 Aug, 2023 @ 6:44pm 
@vicente Atm im taking a break from arma, but i may come back and do some updates, but no promises for now.
lunawire 19 Aug, 2023 @ 9:49am 
Hey i took a big break from Arma 3

is this mod being mantained and did the bug where they run into water get fixed?
KILLBOT5000 3 Aug, 2023 @ 10:11am 
Keep getting this error. Doesn't affect the AI and the mod still works.

if ((isNu11
_ instigator && _source
_unit) OR _source) &&
Type Array, expected Number a
Error
Number ,Object ,side ,Group , Text,config entry ,Disp1ay ,Network
Object, Team member , Task ,Diary record ,Location
File
line 36

Thank you for creating this makes CQB more dangerous, fun and real
SteveTheHero 24 Jul, 2023 @ 2:51pm 
Update soon perhaps? :(
Bud Liteyear 20 Jul, 2023 @ 8:07am 
love your work, wish you had the motivation to polish them. They're conceptually awesome, just buggy.
GodDoor 11 Jul, 2023 @ 12:01pm 
You mod work with “lambs.danger”?
J-Money 23 Jun, 2023 @ 4:54am 
This mod is honestly incredible. I ran it over the top of Danger_Lambs (dev), VCOM (dev), and CF_BAI.

obviously theres little jankyness here and there, but its honestly incredible.

your mod is a HUGE step in the right direction. good/amazing work dude, i hope you continue to develop this.
iRaffas 20 Jun, 2023 @ 4:01pm 
moving like idiot bots in cs. what a shame
J-Money 18 Jun, 2023 @ 5:09pm 
looks like a pretty great step in the right direction. hope you continue to develop it.
combined with vcom and danger we could have pretty lifelike ai soon.
KyanPepper 18 Jun, 2023 @ 7:34am 
Good mod! but I was really hoping that it would help AI teammates follow the player better, but they still break formation and even lay down with it on. Do you plan on fixing that in the future?
Deston 1 Jun, 2023 @ 11:32am 
Any chance for ACE compatible?
vitalikilin 20 May, 2023 @ 4:56am 
awsome mod, thanks!

so if i have the LAMBs cqb set to 100 meters, and RNG to 30, should work ok
Toksa  [author] 6 May, 2023 @ 3:27am 
Max i can do is to make them work simultaneously, but not use the "brains" of LAMBS to control the movement. So depending on situation it switches to LAMBS or RNG, but i have to look more into it to make them work together.
菜de要死 6 May, 2023 @ 2:54am 
Can it adapted to LAMBS? @Toksa
Toksa  [author] 3 May, 2023 @ 8:19am 
Probably not any time soon, as i'm having multiple projects going on same time.
SteveTheHero 2 May, 2023 @ 3:05pm 
Can we expect an update any time soon?
Predator14 18 Apr, 2023 @ 8:30am 
@toxique, ok thanks you !
Froggyluv 18 Apr, 2023 @ 7:17am 
Friendly Fire damage should be reduced by 80% when in RNG state. Its the only workaround as its just too expensive to make that many instant and repetitive LOS checks. A worthwhile tradeoff as one could assume in RL with fine motor control soldiers next to each other and stacked dont routinely shoot one another
Bud Liteyear 17 Apr, 2023 @ 10:37am 
AI shoot before aiming, causing alot of unnecessary Friendly Fire. There needs to be some sort of check to make sure they are actually pointed at the enemy before they shoot, or at the very least a check to make sure no team mate is inside their cone of fire.

I watched half a squad wipe itself because the moment there was gunfire, they just squeezed regardless of what direction they were looking.

One LMG in particular just say there firing burst after burst directly into the ground next to him, not even in the general direction of the enemy, right in-front of the nose of a team mate who was laying prone facing the opposite direction.

While I like their increased movement and use of full auto at mid to close range. Their targeting seems like a downgrade.
Toksa  [author] 17 Apr, 2023 @ 6:40am 
I can see if what i can do. Atm in editor or console you can use _unit setvariable ["RNG_disabled",true,true];, to disable single units,if it helps
Predator14 16 Apr, 2023 @ 10:15am 
Ok, can you at least add a CBA option to choose a single unit or a group of units that would be affected by the mod and the others not? because it would allow more flexibility in level design during the gameplay research phase?