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Modules ‐ AI

johnb432 edited this page Aug 27, 2024 · 13 revisions

AI Crew Behaviour

This module must be placed on a vehicle.

The purpose of this module is to make AI behave a bit better when crewing a vehicle.

  • Passenger dismount in combat: Allow passengers to dismount while in combat.
  • Crew dismount in combat: Allow crews to dismount while in combat.
  • Crew stay in immobile vehicles: Allow crews to stay in immobile vehicles.
  • Allow AI to Turn Out: Makes the AI able to turn out or not. If AI aren't allowed to turn out and the AI turns out, it's forced to turn back in.

[WIP] AI Driver

This module must be placed on a vehicle that contains a player not in the driver's position.

The purpose of this module is to be able to give players an AI driver who's controlled directly by the player commanding the vehicle. The player doesn't have to be in the commander's slot, but must be the leader of the vehicle.

Attack Dog

This module can be placed anywhere.

This module spawns a dog that can attack various sides.

  • Side: The side that the dog will spawn as. Only the first one selected chronologically will be taken into account.
  • Attack: Defines which sides the dog can attack. If none are selected, the dog will remain peaceful and won't attack anyone.
  • Search radius: How far the dog will search for targets. The search center is the current position of the dog, which moves with the dog's movement.
  • Damage: How much damage the dog deals. When ACE medical is enabled, it will change the slider limits to allow for more damage.
  • Disable AI Pathing: The value is only used if the dog is peaceful. If the AI pathing is disabled, it will disable animal behaviour (see BIS_fnc_animalBehaviour)

Garrison Building

This module should be placed as close as possible to the building that you want to garrison. It tries to find a suitable building within 50 m.

This module garrisons buildings with AI from factions available in the Zeus interface.

  • Dynamic Simulation: If enabled, the Dynamic Simulation System will apply to the group.
  • Trigger: If enabled, it will spawn a trigger which activates as soon as any player enters the trigger's radius.
  • Size: Trigger radius.
  • Unit behaviour: Behaviour the units are set to when garrisoned.
  1. Select Premade to select premade groups of AI, select Custom to select individual units.
  2. To select a unit or group, just double click it and it will be moved to the Current group section.
  3. If you get a message with unable to garrison all units - not enough positions, it means that the building you are trying to garrison doesn't have enough predefined positions to garrison the AI to.
  4. Press Ok to spawn the AI in.

Remove grenades from AI

This module can be placed either on a specific unit, vehicle or anywhere.

  • Selected: Sides whose AI will have their grenades removed.
  • Entire Group: If the module was placed on a unit and the option is enabled, it will remove all grenades from all units in the unit's group.
  • If you place the module on a unit, it will still take the side selection into account.
  • If you place the module on a vehicle, it will take vehicle's commander as a reference.

Switch Unit

This module must be placed on an AI unit.

This module allows the Zeus to become a full player, instead of just remote controlled an AI. This can be useful for some interaction/actions, as they require players and don't account for remote controlled AI.

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