Arma 3
AI Behavior Modification Core (AI_BM)
21 Comments
Babal Disfarcado 15 Aug @ 6:37pm 
i mean, ARs should shoot full auto as well, but just for some ai, when they are under heavy fire they mag dump their mags into enemy direction trying to intimidate enemy fire

as well: Squad Leaders should shoot short bursts and precise shots, and the conscripts and regular riflemans can shoot full auto into 7-15 rounds bursts
Ren  [author] 9 Aug @ 11:43pm 
@Babal Disfarcado
That's a good idea, just like weapons have syntax for how many bullets they fire at once, let's apply that to the MG.
(The plan is to fire 30-50 rounds at once)
Babal Disfarcado 9 Aug @ 1:23pm 
as well MGers should mag dump more into enemy when suppresing
Babal Disfarcado 9 Aug @ 1:22pm 
like 10-15 round bursts, or even mag dumping if the ai are desperate
Babal Disfarcado 9 Aug @ 1:22pm 
can you make the AI shoot full auto? its make me mad that ai just use semi-auto fire or bursts, i want ai showing their superior firepower!
Ren  [author] 1 Jul @ 10:27pm 
@Lulu56
Yes, this mod is a simple mod that just modifies the AIBrain values ​​provided in vanilla, so it is compatible with other AI mods.
Lulu56 1 Jul @ 4:22pm 
It s compatible with other AI mods? like Lambs, DCO Vcom???
Ren  [author] 18 Feb @ 5:04am 
@GABO
This core version is fine for vanilla factions and mod factions because it will automatically adapt to them (because all AI brains use the same framework).
Also, there are currently no plans for a version that more uses explosives.
GABO (/^▽^)/ (aRnicus) 17 Feb @ 8:45pm 
I did some testing and it works fine until you purchase a high command Squad and they refuse to obey my command (move). Tho that happens in every ai mod when playing Antistasi :) so its all good... is there a seperate version of Ai using more explosive? i play only vanilla faction :)
Ren  [author] 17 Feb @ 6:30pm 
Since it's vanilla based, it should work without any problems.
GABO (/^▽^)/ (aRnicus) 16 Feb @ 7:31pm 
cool! has anyone tried to use this on antistasi?
Ren  [author] 15 Feb @ 8:12pm 
@Mark Felton
We've taken your feedback into account and adopted a modular approach to meet more demands! Have fun!!
Mark Felton 29 Jan @ 3:20pm 
I love the mod, what about not mixing RHS and CUP? We usually play either one, and not together because of damage conflicts
Komodo 26 Jul, 2024 @ 3:51am 
yeah, a non-ace version would be cool since I play in SP most of the time
ty
Ren  [author] 13 Jul, 2024 @ 11:39pm 
@Wikid81
Okay, it's a simple change, so I'll work on it when I feel like it.
Wikid81 12 Jul, 2024 @ 5:51am 
sorry to ask, is there a way to use this without ace by chance? if not its fine
Star Man! 11 Jul, 2024 @ 11:15am 
Could you make a version that doesnt require CUP?
Ren  [author] 11 Jul, 2024 @ 10:42am 
@Fynimi
Yes! It works just fine!
Fynimi 11 Jul, 2024 @ 8:29am 
This mod working with LAMBS_Danger.fsm?
Ren  [author] 7 Jul, 2024 @ 1:32am 
@JFKgotTKd
Of course! To change the CUP's PRG to an anti-personnel, anti-aircraft weapon!!
JFKgotTKd 7 Jul, 2024 @ 1:28am 
is cup weapons necessary?