Arma 3
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Better Static AI Script
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Data Type: Composition
Composition Type: Emplacement, Fortification, Garrison
File Size
Posted
Updated
6.603 KB
6 Dec, 2024 @ 10:47pm
8 Dec, 2024 @ 6:19pm
2 Change Notes ( view )

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Better Static AI Script

Description
This is a script that disables pathing for an AI squad and makes them duck behind any cover they were placed behind when fired upon (suppressed OR hit). When half of the squad is incapacitated, the remaining members in the squad will either stay and fight or cower behind cover indefinitely. Intended for use on squads occupying fortified positions such as trenches, bunkers, sandbag walls, and buildings. But you can also apply it to static vehicle crews to have them turn in when fired at.

Compatible with all script enabled public zeus servers.

Why is this useful?

Disabling AI pathing is commonly done in mission making to make AI stay in defensive positions. Unfortunately, this means they are unable to recognize cover around them so they cannot benefit from their default suppression behavior. This means that they will not take cover from incoming fire, reducing their survivability and making fire and maneuver
tactics pointless.

This script makes it more difficult for friendly vehicles, snipers, and machine guns to clear out fortified positions by themselves, necessitating close infantry assault. This encourages combined arms and makes fire and maneuver tactics viable.

How do I use this in my missions?

If you’re using the zeus interface, place this composition near a squad to trigger the script. If you’re planning on positioning the squad behind waist height cover (like sandbags and low walls) set the squad’s stance to crouch before you place the module.

If you want to use this in the editor, refer to the post in the discussion section of this workshop item.

Update for 3DEN Editor users: Just sync this composition's VR Entity to the static AI squads' leaders!





Check out my other script:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2915138137

Soldier graphic in thumbnail from http://freepik.com
26 Comments
thank you im trying to make a ww1 charge and this is exactly waht i need
Delta-118 4 May @ 3:47pm 
Would it be possible to turn this into a zeus module?
CorporateEddy17 27 Apr @ 5:58pm 
Is it possible to switch on and off at will via Zeus? or re-enable AI pathing
minecraft with gadget 18 Mar @ 7:04am 
Works fantastic in the regular editor.
Ren 14 Mar @ 6:55pm 
Hello, on our ZEUS server these scripts are disabled so how can I run it in the format written to init?
Swiftcore  [author] 7 Mar @ 5:47pm 
@oksman the code is run from the VR entity's init field in the editor, if you copy that you should be able to modify it to work with whatever context you're using it in.
OksmanTV 7 Mar @ 8:10am 
Is there no way to run this code? I have a framework and we don't use editor spawned units, so can this be applied with code?
@Jerry_Lee I believe you might be thinking of the Garrison or Guard waypoint options for squads.
Jerry_Lee 8 Jan @ 8:08pm 
Fantastic comp!
Itd be awesome if you could place these in areas then have the ai walk into them,almost like a turret or like soldier fsm how they have the fighting position module...that never seems to work
76561198192726397 3 Jan @ 10:03pm 
it would be nice if you could cancel the script with a trigger to allow the ai to flee their positions