Arma 3
BAD - Better AI Driving (WIP)
162 Comments
Dem 27 Oct @ 1:20pm 
Good
AnteV_12  [author] 5 Oct @ 12:21am 
@pudds LAMBS forces game AI logic one way, BAD forces it another way, simple as that :steamhappy: As soon as I fix couple issues in RL, I will get back to continue fixing this mod.

Right now its only been tested with vanila vehicles, RHSUSAF vehicles and 3den enhanced mod. But if you have any tips, feel free to let me know :doggy:
pudds 4 Oct @ 11:39pm 
How does the mod conflict with LAMBS?
AnteV_12  [author] 30 Sep @ 12:58am 
@neretropazanchic Il try to check it as soon as I can., Mod is on "standby" at the moment.

@robbery cant be clear on release date for next updates, sorry :/
Robbery 29 Sep @ 12:02pm 
When will your mod be compatible with LAMBS ? Preferably with LAMBS_Danger.fsm (DEV). I'll say it again. IT IS with LAMBS_Danger.fsm (DEV) :CSAT::FIA::NATO: ?!
neretropazanchic 29 Sep @ 12:18am 
As I understand it, it is possible to force bots to return to their vehicles in the absence of an enemy, when it has been destroyed.

Force checking with a script
AnteV_12  [author] 28 Sep @ 1:09pm 
@neretropazanchic when soldiers disembark on WP or if they disembark when enemy is close, they wont return to vehicles, if forced to return, game logic would crash.
neretropazanchic 28 Sep @ 12:09pm 
Author, show a video of your mod setup (how you use it).

My machine gunners disembark.
When eliminating a threat, my soldiers don't get back into their vehicles.

I used one of your mods.
I followed your setup recommendations, but I might have made some mistakes.
AnteV_12  [author] 24 Sep @ 2:36am 
@Yuka havent tested yet with antistasi. If you have time, try to search in comments, maybe someone mentioned using it with antistasi.:doggy:
Yuka 23 Sep @ 12:32pm 
works with antistasi?
AnteV_12  [author] 21 Sep @ 10:58am 
@Koalt module is in progress. Right now I am trying to finish as fast as I can Zeus compatibility.
Koalt 21 Sep @ 6:09am 
Is it possible to add a module to this that applies general settings to all vehicles? I would like to add this to mods like alive battlefield
AnteV_12  [author] 13 Sep @ 11:29pm 
@Morriell [UA] Bikey is coming with the ZEUS update. Right now, I am on vacation till Wednesday, after that, an update will be released :steamhappy:
Morriell [UA] 13 Sep @ 12:53pm 
Could you plese add server key (.bikey) file. Without it the addon didn't work on servers with key verification
Ftg2 12 Sep @ 3:04pm 
@AnteV_12 Sweet! Thank you
AnteV_12  [author] 11 Sep @ 11:33pm 
@Ftg2 Thanks for your feedback. The options were called "impediment warning" and "drive around obstacle". The same options were deleted since they were incompatible with vehicles from RHSUSAF and comparable mods following the most recent update, which provided passenger and gunner options.

The next update will include ZEUS compatibility as well as return those two options. :steamhappy:
Ftg2 11 Sep @ 5:38pm 
Hello, I used your mod a few weeks ago and it worked amazingly well, it is a must have.

There was a toggleable option, about stopping the vehicle if it detected an object in front of it within a distance of ~20 meters (I can't recall the name of it), which I can't find anymore. Thing is, the default config breaks the AI driver on my missions, as they just stop at pretty much anything. Toggling that option solved everything as they no longer stopped at any little obstacle, without that toggle the mod is pretty much unusable for me. Any chance you could re-add it, or at least explain why it doesn't appear anymore? Thank you.
Robbery 8 Sep @ 8:19am 
Thank you for your efforts. We are waiting for the full release!
AnteV_12  [author] 8 Sep @ 4:15am 
@Robbery right now my main focus is on making it compatible with Zeus and fix bugs like @XxwhirlwindxX mentioned. I will start making compatibility for LAMB after that. :skull_metal:
Robbery 8 Sep @ 3:09am 
Dear developer. Will this mod be compatible with LAMBS IN THE FUTURE?:FIA:
AnteV_12  [author] 7 Sep @ 10:36am 
@Shaun could you please open a discussion page and post issue there with screenshots of how you set-up a convoy and WP :steamhappy:
AnteV_12  [author] 7 Sep @ 10:35am 
@XxwhirlwindxX thats something I am trying to work on, but anything I tried either brakes game or the mod itself...last couple of days trying to search for a work-around. Thanks for info :wowspurr:
Shaun 7 Sep @ 8:36am 
my ai are getting jammed up on the roads alot and drive back and fwrd none stop
XxwhirlwindxX 7 Sep @ 8:34am 
Looks great, but ForceFollowRoad = True, is terrible for anything other than cutscenes. Vehicles that have terrible mobility, like APC's for example, can't negotiate tight turns with their roomba driving mechanics. I hope you can get around this, totally not your fault. BI shouldn't have plugged the AI from a vaccuum into a combat simulator lol. Best of luck!
AnteV_12  [author] 6 Sep @ 7:04am 
@Twentin Karantino sorry for delayed answer. In this version, "drive around obstacle" option has been removed since it could not work with vehicles from RHSUSAF and similar mods. Hopefully Il be able to fix that as soon as I can.
Twentin Karantino 5 Sep @ 8:02pm 
is it suppose to drive around obstacles or i encountered a bug?
AnteV_12  [author] 1 Sep @ 7:32am 
@Rex_Imperator14 yes preset's option was removed due to game logic getting broken in middle of the mission. It was rebuild in couple of sections as it can be seen on images above :)
Rex_Imperator14 1 Sep @ 5:24am 
Did you remove the BAD presets?
Hz104 31 Aug @ 7:41am 
@AnteV_12 My Apologies for the Mini Heart attack! :)
AnteV_12  [author] 31 Aug @ 5:17am 
@Da Old Man for mission makers :steamhappy:
Da Old Man 31 Aug @ 5:01am 
This mod is for mission makers or will the AI driving be enhanced without editing any changes in existing vanilla SP missions ?
AnteV_12  [author] 30 Aug @ 3:17am 
@Hz104 nice :steamhappy: You gaved me mini hearth attack this morning xD
Hz104 30 Aug @ 3:10am 
@AnteV_12 Nevermind i was stupid, mustve downloaded like 2 other mods aswell and i misread, its 1.2mb for me too :steamthumbsup:
昔我往矣 30 Aug @ 1:45am 
I really need an AI that can drive. Don't lose the convoy. Don't drive too slowly, especially when under attack.
AnteV_12  [author] 29 Aug @ 10:26pm 
@Hz104 are you sure? I just deleted it and then re-subscribe. Its 1,3mb. Try to unsubscribe - clean download cache and then re-subscribe :steamhappy: File will be about 1-2mb bigger on next update but not that major :steamhappy:
[GER]Loreax 28 Aug @ 12:52pm 
Has anyone found out if it is compatible with antistasi?
XIII 27 Aug @ 9:27pm 
Thanks for very fast answer. Really want to see how it will works with Zeus. Thx again.
AnteV_12  [author] 27 Aug @ 9:13pm 
@Regulus Corneas right now I am focused on fixing couple of bugs woth "convoy" option. After that I will start to learn and build compatibility for Zeus.
XIII 27 Aug @ 8:20pm 
When the zeus compatibility will comes out?
Face 26 Aug @ 9:18am 
FASTER cannot download this for use on a dedicated server. Is there anything preventing the files from being accessed by 3rd party software?

Also can this function as a server side only mod? OR at least Server + Headless Clients.
AnteV_12  [author] 26 Aug @ 4:27am 
@Sora thanks, feel free to open a Discussion for this if you want. Right now I am trying to get as many errors from feedbacks so I can start fixing them after work :steamhappy:
Sora 26 Aug @ 4:05am 
no problem! just wanted to let you know, was gonna test it and ran into the issue, will give it a try whenever you get around to fixing it :)

Further clarification:

/addons/addon.pbo
/addons/addon.pbo.bisign
/keys/name.bikey //used to create "bisign"

name.biprivatekey //do not release this.
AnteV_12  [author] 26 Aug @ 3:59am 
@sora thanks for info, wasnt thinking about dedicated servers at all..I will fix it as soon as I can
Sora 26 Aug @ 3:49am 
Dedicated server, you only uploaded bisign in addons, the bikey is required (in keys folder) to actually make the bisign useful otherwise you get kicked for using an unsigned mod or a mod not allowed on the server
AnteV_12  [author] 26 Aug @ 2:59am 
@sora what do you mean by using on server? Are you trying to use it with Zeus or similar?
Sora 26 Aug @ 12:37am 
I tried to use this on my server but the mod is currently signed incorrectly (missing bikey in "keys" folder) bisign is useless without "keys/*.bikey" (dont upload the private key)
AnteV_12  [author] 24 Aug @ 5:02am 
@everyone Convoy option is now live! Tutorial of how to setup convoy is available on a link in a description. Feel free to report in type of convoy bug or error in "Discussion" page :steamhappy:
AnteV_12  [author] 23 Aug @ 11:02pm 
@Difficulty Tweak by danger detected I mean if there is IED on road, is blufor detects opfor in distance etc...
Difficulty Tweak 23 Aug @ 2:22pm 
what's the difference between there being danger detected vs being shot at when it comes to the AI?
AnteV_12  [author] 23 Aug @ 12:10pm 
@Difficulty Tweak thanks for feedback. Do you want passengers dismount when they detect danger or if someone starts shooting or on end of waypoint.