Releases: genesis92x/VcomAI-3.0
Releases · genesis92x/VcomAI-3.0
3.3.0
[3.3.0] - 2019-03-26
This build may be unstable, as it was pushed straight from development. We'll try and solve any issues as soon as possible.
Added
- VCOM Situation Framework
- Revamped reinforcements system
- New movement system (AI will not enter combat mode unless very close to enemies)
- New CQC system (To tie in with the new movement system)
- New suppression system (To tie in with the new movement system)
- Revamped clear building logic
Changed
- Functions have now been categorised
- fn_EnemyArray has new parameters
- fn_AIHEARING now sets units to "AWARE"
Fixed
- AI will only call out formation change when actually changed.
- VCOM should run on zeus/headless now
3.2.1
Keys are not included in the mod version.
Changelog
[3.2.1] - 2019-01-31
Added
Changed
Deprecated
Removed
Fixed
- CBA settings would get called despite CBA not being active
- Error in FFE caused by erroneous merge
- The correct userconfig file is now included.
Security
- CBA Settings is now marked as a dependency in the mod version, but can be ran without. This is required for CBA settings to be shown in the 3den editor.
Vcom 3.2
Changelog
[3.2] - 2019-01-20
Added
- VCOM Driving (Experimental)
- AI accuracy settings can be tweaked in CBA
Changed
- AI in "safe" behaviour will prefer forming convoys/columns
- Disabling sides option now works with RydFFE
- Number of mags before considering rearm is lower by default
- Rearm search radius has been lowered
- VCOM Advanced Movement will no longer overwrite zeus placed waypoints
- FSM files were moved to functions library
- Initialization files are now stored as functions with `preinit = 1´ tags
- Config files no longer produce functions and are instead directly called
- RydFFE was updated from 1.14 to 1.16
Deprecated
Removed
- init.sqf
Fixed
- VCM skill settings wouldn't apply to units.
- Infantry would get stuck in a rearm loop, chasing large vehicles.
- Hit reactions compatibility with ACE
- VCOM will not affect squads with player squad leaders
Security
- Loaded config files are logged in .rpt
Vcom 3.1
Changelog
[3.1] - 2018-11-13
Added
- Changelog
- Rydigiers "Fire For Effect" artillery system
- CBA settings support for "Fire For Effect" artillery system
- Parameter for forcing speedMode "FULL"
- Descriptive header for all Vcom functions
- VCOM is now licensed under the ArmA Public License - Share Alike
- Zeus to mission.sqm
Changed
- Vcom will not give flanking orders to AI with a commander
- Suppressors are now dynamically checked
- Mines are now handled differently (Placed mines are added to an array)
- AI will no longer ragdoll when prone, will instead perform animations
- AI will not ragdoll when within a certain distance of a player
- VCom functions have been moved to Vcom\Functions\VCM_Functions
- Hold waypoints now define what building to garrison
- AI will not generate flanking waypoints targetting unknown units
Deprecated
- VCom artillery (Replaced by "Fire For Effect")
Removed
Fixed
- VCM_SKILLCHANGE had no effect
- AI taking control when player incapacitated
- AI attempting to flank aircraft
- Building clearing behaviour did not check distance to target
- Civilians being affected by VCOM
- VCM_SIDEENABLED had no effect
- VCM_ARTYENABLE had no effect
Security
- Whitelisted remote execution for VCOM