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Dynamic AI System for Arma 3

License: GNU General Public License v2.0

SQF 99.85% C++ 0.15%
factions npc ai arma3 desolation exile epoch breakingpoint

sarge-ai's Introduction

Sarge AI System

This is an AI system that is intended to simulate real players roaming the map, scavenging, looting and engaging in combat. Unlike other AI systems Sarge AI designates two factions as friendly and only one faction as hostile. This approach provides a simulated pvp/pve environment that changes depending on how players react to the AI.

Behaviour

AI hostility is based on player rating and AI will change their behaviour depending on a players rating level. Above the threshold the friendly AI will not attack players. Below the threshold friendly AI will consider the player hostile and fire on sight. Bandit AI will always be hostile to players regardless of player rating.

Customizing

Almost every setting you can think of is available to be customized to each server owners liking. This includes weapons, uniforms, vests, headgear, cars, helicopters and much more. Server owners even have the option of creating their own map markers for static AI to patrol, fortify, ambush and other tactical approaches.

Units

  • Survivors

    • Fighting for survival as most of us are; These AI do not wish to start unneccessary confilict as they intend on living as much as any player. These AI will assume every player is friendly unless they are given reason to think otherwise. They often wear toned down military apparel and civilian clothing and should be easy to spot as to not frighten unaware players.
  • Military

    • As the dominant force in a wasteland of fugitives and other life threatening obstacles the military takes no chance when it comes to combat. Dressed in high level miliatry apparel and the weapons to back it up these NPCs will roam about the area they spawn in and nuetralize any threat they encounter. Dont' be a threat ;)
  • Bandits

    • With no apparent loyalty to anyone but the small group of others they travel with these NPCs will roam the map surviving any way they are able to. These AI will steal any loot they encounter and attempt to kill any player they encounter. Outfitted with respectable weapons and headwraps to protect their identities from the authorities these AI make for a formidable enemy.

This description is brief but to the point. Although it may not be listed you will find these NPCs are capable of suprising things.

sarge-ai's People

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sarge-ai's Issues

Issues by stealing a Vehicle in Desolation Mod

Hello Then-Dango,
I wanted to report about probable issues with a vechicle-stealing:

  1. funny thing, if the AIs steal a vehicle, you can not shoot them out of the vehicle.
    No matter what caliber I use and no matter what kind of vehicle or helicopter that is.
    i can only destroy the wheels, for stopp the thefts

.2. Und how can i adjust the AIs so that they only steal the land vehicles?
The boys can not fly at all: D

greetings
Ober

Please HELP with a SouthZagoria Map

hi, i have installed desolation and sarge AI at Southzagoria map.
No AI spawns.
I have created the map configs, but no AIs , no Errors and no Spawn messages in RPT log...
How to priopertly configure a map grids for a new map?
Itry to create a grids in editor (following the readme pdf), but i see no grids on the map...
By malden and chernarus maps AI-Spawning works propertly

Using HC No Heli Patrols

I've noticed, since using the new version of Sarge there are no helicopter patrols and no vehicle patrols.

Also, I found that I needed to add the map config files, from the previous version, in order for the non-base guards to spawn.

Exile Sarge

Hi. I am trying to instail Sarge ai to my exile server. But i have an error in rpt.

rpt.zip

Typo in prod branche

The latest version of sarge-ai system have a typo in sarge\init\fn_postinit.sqf, Line 37:

** HERE--->** _modConfigs= toLower (isClass (configFile >> "CfgMods" >> _x));
i have no Idea, how to get a CfgMods in toLower Format, but in this Line that is unfortunately not correct...
Should be:
_modConfigs =isClass (configFile >> "CfgMods" >> _x);

otherwise you will get errors in RPT and System dont works:
10:05:23 Error position: <toLower (isClass (configFile >> "CfgMods>
10:05:23 Error tolower: Type Bool, expected String
10:05:23 File addons\sarge\init\fn_postInit.sqf, line 37

Greeting
Ober

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