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Workshop mod

SilenceAI - Enhanced Combat

by Silence_AUS · all their mods

Script-only AI combat enhancement. Configurable skill tiers per faction, dynamic suppression that degrades AI under fire, range-aware accuracy per weapon class, and ammo scavenging.

Players now

2

Servers

19

Rating

94%

17 votes

Subscribers

-

3,519 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/6A1AA2A95D40BC57

Busiest servers running it 19 in total

All servers

Players on servers with it

daily, last 30 days

0 30 60 90 120 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 94
Average players Low to peak in each bucket

Details

Author
Silence_AUS
Version
1.0.55
Size
1.2 MB
Licence
APL-ND
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
13 Aug 2026
Updated
1 month ago
Workshop ID
6A1AA2A95D40BC57

Recent adoption

30 days: +134 −143 ↑41

Version history

12
  1. v1.0.55 1.2 MB 13 Sep 2026

    SilenceAI - Enhanced Combat v0.55 AI NOW REACT TO BEING SHOT AT Previously they only reacted to HEARING a gun fire somewhere. Rounds actually arriving near them did nothing. The dispatcher was seeing 1,577,425 impact events against 775,386 gunshots in a single session and ignoring every one of them, which is twice the volume of what it was reacting to. A man who has rounds striking near him, or who gets hit, is now flagged under fire for 12 seconds and searches considerably harder while that lasts. This covers being shot at from beyond audible range, by a suppressed weapon, or across a firefight loud enough to lose one more gunshot in. Deliberately issues no movement orders. The position on an impact event is where the round STRUCK, not where it came from, so sending men toward it would send them the wrong way. SUPPRESSION NOW MOVES PEOPLE Suppression only affected aim. A squad under heavy fire kept walking forward at patrol pace while missing, which reads as a number being applied rather than as men being shot at. Also fixed a bug where being shot at made AI move FASTER. The gait system was releasing its speed limit under suppression, so incoming fire removed the cap. Entirely accidental and exactly backwards. Suppressed men now move at 65% speed, pinned men at 35%. A pinned man who keeps walking into the fire that pinned him is what this exists to stop. MEDICAL NO LONGER BEATS FIGHTING Vanilla priorities, not opinion: HEAL activity 80 ATTACK CLUSTER 70 SEEK AND DESTROY 60 One casualty and the whole group switched to medical, outranking attacking the people who caused it. Heal is now scaled to 64, below attack cluster at 70 and above seek and destroy at 60. Casualties are still treated, they just stop interrupting a firefight. More pronounced on PVE servers because compositions built from medical sections mean more medics, and ACE Medical makes wounds persist instead of passing in seconds. RADIO REPORTS ARE NO LONGER PERFECT A squad 500m away learned your exact position to the metre. That was the single most omniscient thing the mod was doing, and no army has ever had that radio net. Relayed contacts now blur by roughly 15m per 100m of distance between the receiving group and the contact, capped at 120m. A group 400m out gets about 60m of error, enough to make them search an area rather than walk onto you. If they can actually see you their own eyes win and nothing is blurred. EXTENDED DESPAWN RANGE NOW WORKS OUT OF THE BOX m_Lifecycle.m_bOnlyProximityDrivenGroups defaulted to true, which made the entire despawn block a silent no-op on any server using a PVE spawner. Verified: 63 groups, four checks each, every one reporting Manual policy, and the self report showing NEVER FIRED with 404 blocks. The despawn distance an admin set was inert with nothing in any log explaining why. Now defaults false. Snipers can engage AI at the range you configure. MORTAR PITS NO LONGER EAT YOUR GARRISON The fire support director adopted the closest group within 200m as a mortar crew, with no check on size. Mortar pits sit near objectives, objectives are garrisoned by 18-man MG teams, so tubes were routinely crewed by a full machine gun team pulled off the position it was meant to be holding. Now capped at 8. NEW: PER-GROUP DECISION TRACE When one group misbehaves, aggregates cannot tell you why. Set m_Diagnostics.m_bTraceGroup true and it follows one group, logging every order it is given or refused: [Trace] Investigate issued, held for 30 s [Trace] Flank REFUSED, Withdraw already held by every member Bounded to 2000 lines so it cannot fill a disk unattended. NOT POSSIBLE, RECORDED SO NOBODY CHASES IT Detecting a defend waypoint from script. The entire public waypoint API is AIWaypoint, AIWaypointCycle, SCR_AIWaypoint and SCR_AIWaypointArtillerySupport. Defend, Move and Search are prefab configurations of the same class, not separate types, and AIWaypoint exposes only completion radius and type. There is no way to identify one, so the "group stuck on a wrong-class waypoint" repair cannot be built. BEFORE YOU UPDATE - CONFIG_VERSION is 23. Existing configs keep working, new blocks are added on first boot. - Four of these change how AI behave in a firefight. If something feels wrong, the order to try disabling is: m_Suppression.m_bSlowWhenSuppressed, then m_HealPriority, then m_UnderFire, then m_ContactSharing position error. - m_Settle.m_bApplyToWeaponConfigs is still OFF and still worth enabling on a session you can watch.

  2. v1.0.54 1.2 MB 13 Sep 2026
  3. v1.0.53 1.2 MB 6 Sep 2026
  4. v1.0.52 1.2 MB 6 Sep 2026
  5. v1.0.51 1.1 MB 6 Sep 2026
  6. v1.0.50 1.1 MB 5 Sep 2026
Description from the Workshop

SilenceAI - Enhanced Combat Original, script-only AI combat overhaul for Arma Reforger. No prefab edits, no behaviour-tree edits, no vanilla config overrides, so it drops into large mod stacks and sits anywhere in load order. Tunable from a JSON config and from three Game Master pages. Built by reading Bohemia's own shipped scripts. Every API it touches is documented in-source against the vanilla file it came from. PERCEPTION The big one. Vanilla picks an AI's recognition speed purely from threat state: SAFE 1.0, VIGILANT 2.5, ALERTED 2.5, THREATENED 0.4. Read that last one again. An AI actually under fire becomes six times worse at recognising people than one that is merely alert. Shoot at someone from 400 m and you make them blind to you. SilenceAI makes those four values configurable and defaults THREATENED to 1.5, so taking fire sharpens them. Optional long-range compensation ramps recognition speed from 150 m to 600 m to offset the angular-size falloff in the eye sensor. The 750 m sensor ceiling lives on the character prefab and no script mod can move it, ours included. BUILDING FIRE POSITIONS Vanilla garrison searches for authored CoverPost positions. Of the 7,714 structure prefabs shipped in the game, six have one, and all six are military buildings. Not a single ordinary house. So garrisoning a town has nothing to find. SilenceAI queries the engine's navmesh cover instead, picking cover with line of sight to the threat and locking each position so no two men take the same window. AI now hold real buildings and shoot out of them. AMBUSH AND BREAKOUT Garrisoned groups hold fire until an enemy crosses a trigger distance or someone shoots at them, with a hard failsafe so a bad trigger can never leave AI refusing to fight. Breakout policies decide whether they hold regardless, break when the ambush trips, or break when they are actually losing. TRANSPORT Vanilla has the whole mount, drive, dismount chain in MovePlanning.bt but only ever drives vehicle...