#Ghost AI Caching and basic Battle Commander
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π οΈ How to Install (Drag & Drop)
Copy Files: Drop init.sqf, initPlayerLocal.sqf, virtual_combat_system.sqf, and VCC_battleCommander.sqf into your mission root folder.
Set Objectives: In the 3D Editor, place Markers (Icon type: mil_objective).
Define Area: Place a rectangular marker named BattleSpace over the area where you want the AI to fight.
Spawn Units: Just spawn AI groups or use Zeus. The system will automatically "catch" them and start the simulation.
π Core Features
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Virtual Combat & Caching System
What it does: When units are >2km from any player, their 3D models are deleted and their simulation is paused. They become "dots on the map."
Virtual Movement: Units continue to move toward their waypoints at calculated speeds (Vfootββ30m/10s, Vvehββ120m/10s).
Virtual Combat: If two "dots" meet, they fight mathematically based on squad size and unit ratios. Casualties are applied, and units are deleted virtually before they ever un-cache.
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Advanced Garrison Logic ("The QRF Loop")
What it does: Instead of AI standing in the middle of a street, they now act like a real occupation force.
The Workflow: 1. Units arrive via vehicle. 2. The vehicle is automatically parked in a safe spot. 3. Infantry dismounts and occupies the nearest available building. 4. Units claim buildings so squads don't stack 40 men in one house. 5. They stay hidden until Contact (seeing an enemy) or their Vehicle is damaged. 6. Once triggered, they exit the building to fight (Order changed to "PUSH").
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Smart Objective Control
What it does: The Battle Commander monitors all mil_objective markers.
Automated Orders: * Garrison: The first squad to arrive holds the most strategic building.
Patrol: The second squad performs a mounted or foot patrol around the town. Push: Any extra squads are sent to the next enemy-held objective.Visual Feedback: Markers change color (Blue/Red/Orange for contested) in real-time.
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Integrated Map Intel
What it does: Players see friendly units on the map (BFT).
Air Spotting: If a friendly aircraft or drone flies over hidden enemies, they are "spotted" and appear on the map for players with a "(Virtual)" tag and an orange warning icon if they are currently engaged in combat.
β οΈ Known Limitations for Testers
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Building Compatibility: Works best with vanilla Arma 3 buildings. Some modded houses without buildingPos might cause AI to stand outside.
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Marker Naming: The system requires a marker named BattleSpace to function.
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Initial Spawn: AI spawned directly inside the VCC_CACHE_DISTANCE will begin in 3D mode immediately.
this zip contains the scripts.
i need people to test it and break it so i can fix it moar.
ask questions IG or dont... idc...
updated the license to CC BY 4.0 (attribution required, otherwise... very customizable and remixable. feel free to change anyting.)
added... things...
here is a small list of features.
The VCC (Virtual Combat & Caching) system is a comprehensive framework designed to manage large-scale AI operations and persistent insurgent warfare. Based on the provided scripts, here are its primary features:
1. Virtual Combat & Caching
- Performance Scaling: Units beyond a specific distance (default 2000m) are "cached," removing their physical models while maintaining their logic to save server resources.
- Simulated Engagements: Cached units still fight via a mathematical model that accounts for terrain, elevation advantages, and urban environments.
- Movement Simulation: Virtual units move across the map toward waypoints at realistic speeds, with multipliers for road travel vs. rough terrain.
2. Counter-Insurgency (COIN) & Sleeper Cells
- Hearts and Minds: A global morale/radicalization variable that tracks player actions (e.g., civilian casualties increase "heat").
- Sleeper Units: Civilians can be designated as sleepers. If players get too close or radicalization is high, they replace themselves with armed insurgents to launch ambushes.
- Dynamic Hideouts: Procedurally generates insurgent bases in existing map buildings, complete with guards and ammo caches.
3. Insurgent Commander AI
- Asymmetric Warfare: A specialized AI commander directs insurgent cells to perform "hit-and-run" tactics.
- IED Logic: Insurgents are tasked to plant explosives on nearby roads and then "disappear" back into the civilian population.
4. Battle Commander & Garrison Logic
- Objective-Based AI: Automates West/East conflict by scanning for map markers and directing groups to "Push" or "Defend" specific sectors.
- Smart Garrisoning: AI groups automatically occupy buildings, utilizing windows and static positions for defense, and will "snap back" to their posts if moved.
5. Ambient World Events & Tasks
- Dynamic Tasking: Periodically generates missions for players, such as "Defend Objective" or "Clear Area."
- Logistics Breakdowns: Ambient events where supply trucks break down on roads, requiring players to secure the area against potential insurgent interest.
6. Atmospheric Features
- Morale-Based Chatter: Friendly AI units use
squadChatto comment on the war. Their dialogue changes (High/Med/Low morale) based on the current "Hearts and Minds" score. - Template Reinforcements: A system that spawns new groups by scanning existing faction units to ensure gear and vehicle consistency.
it has been a while but Hotfix 3 for RC6 has many improvements
i am tired
i ma tired 2 electric boogaloo
The VCC (Virtual Combat & Caching) Framework is a performance-heavy mission system for Arma 3 that virtualizes distant units and manages dynamic insurgent warfare.
What it is
- Virtual Combat: Units further than 2000m (default) are "cached"βthey are hidden from view but still fight mathematically to save server FPS.
- Battle Commander: An AI director that scans for markers and automatically orders squads to garrison, patrol, or attack objectives.
- COIN & Sleeper System: Civilians can become "sleepers" who turn hostile based on the "Hearts and Minds" (heat) level.
- Urban Mechanics: Includes high-ground advantages and specialized combat logic for city environments like "Grozny" style fighting.
Setup Guide - File Placement: Put all .sqf files in your mission root folder.
- Initialize: Ensure your init.sqf calls VCC_config.sqf and executes the server scripts (VCC_battleCommander.sqf, virtual_combat_system.sqf, etc.).
- Map Markers:
- BattleSpace: Create an area marker named BattleSpace. Systems only run inside this area.
- Objectives: Place markers with the type mil_objective at capture points.
- Starts: Place markers with the type mil_start at main team bases.
- Configuration: Edit VCC_config.sqf to set your desired unit classnames, support chances, and caching distances.
major code refactoring, increasing performance by a lot.
and got rid of unused/deprecated sqf files
some more refactoring later
first release along with a hotfix.
more fixes and other and the documentation...
https://steamcommunity.com/sharedfiles/filedetails/?id=3660474460
ye boi has made a mission where one plays as CSAT
https://github.com/mads56/VCC_Virtualization-and-Combat-Commander-for-ArmA-3
ye boi has a github now.
a new ALiVE lite framework focussed on performance and dynamic missions with a cool COIN features - mads56/VCC_Virtualization-and-Combat-Commander-for-ArmA-3
also, currently under a new License GNU GPL v3
this means you can alter, revise, fork and Sell revised your own revised versions under certain conditions.
for more info.
check: https://www.gnu.org/licenses/gpl-3.0.html#license-text