Arma Reforger AI overhaul: smart cover use, real covering fire, paired assaults, medic teams, grenades, friendly-fire checks.
Players now
6
Servers
5
Rating
-
Subscribers
-
4 downloads
Busiest servers running it 5 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- KPSZippo
- Version
- 0.0.1
- Size
- 134 KB
- Licence
- APL
- Game version
- 1.8.0.13
- Likes
- 0 / 0 dislikes
- Published
- 15 Oct 2026
- Updated
- 12 hours ago
- Workshop ID
- D32BE2A990BB7FEB
Recent adoption
30 days: +5 −0 ↑0
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- + Conflict In Zagoria 0.0.1 3h ago
- + Nicolo Tactical Command AI 0.0.1 8h ago
- + Jlat8397 0.0.1 11h ago
Often used with
8Version history
1-
v0.0.1 134 KB 15 Oct 2026
Description from the Workshop
What it does now (Milestone 1, in progress) Defending: each soldier holds one post and picks cover by quality and height, with key roles getting hard cover first they leave only when the position can’t be held moves are staggered so the squad doesn’t move at once they don’t shuffle around or bunch up Attacking: better cover choice a support group that gives real covering fire from off to the side movers only bound forward while that covering fire is on, and now advance in pairs, about 40% moving and 60% covering squads avoid places where several of their men fell, and only on the way in Firefights: faster reactions they stick with a target they don’t fire into walls or nearby obstacles they still throw grenades under fire no panicked 180° sprints no crawling they hold position longer Friendly fire: they check their line of fire, keep out of each other’s lanes, and hold grenades and launcher shots when a squad mate is too close to where they’d land. Medical: a dedicated medic squad leader first, then the worst casualties smoke cover for rescues a buddy treats a squad mate when there’s no medic the squad leader keeps command while unconscious Getting unstuck: a watchdog for stuck or jittering soldiers, gates propped open, and squad members waiting for the ones left behind. Vehicles (handled in the M1Drive chat): braking for corners, traffic rules, sensible dismount distances, and support for the squad after it gets out. Driving is still being worked on. Performance: a per-minute performance log. Battles of 100–140 soldiers held 84–242 fps. Milestones M1, core AI fixes: infantry is user-approved and still being refined; vehicles are in progress. M2, Game Master controls: not started. M3, squad tactics: not started. M4, an AI commander that runs the battle on its own: not started. M5, AI flight: not started.