Provides the AI with some new CQB skills/tactics
Players now
0
Servers
11
Rating
-
Subscribers
-
3 downloads
Busiest servers running it 11 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- Blacko_
- Version
- 1.0.0
- Size
- 51 KB
- Licence
- APL
- Game version
- 1.8.0.13
- Likes
- 0 / 0 dislikes
- Published
- 2 Oct 2026
- Updated
- 1 week ago
- Workshop ID
- 6A82E951E234AC13
Recent adoption
30 days: +31 −20 ↑25
- − [BY] KTA 1.0.4 16h ago
- − Command 1.0.1 1d ago
- + Command 1.0.1 1d ago
- ↑ 3MRB_CHAMP 1.0.2 1.0.4 1d ago
- + (BR) PROJETO OMEGA - Servidor brasileiro PVE - ( PVE COOP HARDCORE BRASIL ) 1.0.4 1d ago
- + LOFConflict PvE 1.0.2 2d ago
- − LOFConflict PvE 1.0.2 2d ago
- ↑ MSOC Shadows Server Two | Deadshot | 1.0.2 1.0.4 2d ago
- ↑ MSOC Shadows Server Three | Deadshot | 1.0.2 1.0.4 2d ago
- ↑ 5-13th Nox Society 1.0.2 1.0.4 2d ago
- ↑ MSOC Shadows Server One 1.0.2 1.0.4 2d ago
- ↑ SARATOGA WATER 1.0.2 1.0.4 2d ago
Requires
1Often used with
8Version history
1-
v1.0.0 51 KB 2 Oct 2026
Description from the Workshop
BLKO - AI CQB adds autonomous close-quarters tactics for AI-led infantry groups across supported Reforger game modes. Groups look for nearby building entrances, then stack at the door. At closed doors, they move clear of the swing area so the pointman can operate the door without the rest of the squad crowding it. Once it’s passable, the team backs off to evaluate the threshold before entering. The pointman checks the doorway from a series of pie positions. In rooms with enough space, the squad’s assigned interior members enter together at RUN pace and take separate positions. Members without a safe interior position cover from the threshold. The default corner-check dwell is one second. The mod also includes grenade and flashbang support for equipped AI, door and building memory to reduce repeated searches, and a defensive hold when AI report a recent unseen threat. Game Masters can tune the behavior through the in-game UI, including search chance and memory, door-open retries, pie angle step, and corner-check time. Current limitations: stairways have no dedicated stacking logic, room layout is inferred from doors and navmesh rather than an authored room map, and gameplay still needs some refinement.