Arma 3
CF_BAI
150 Comments
Tollonen 27 Jun @ 6:25am 
This mod creates a lot of confusion about how it exactly works. Some clarification with the detection part from my own experience:

The subskill values are lowered depending on the *position of AI units* relative to *the amount of foliage* around *them*. So basically, if a player is in a forest but the AI is not, the *AI skills are not lowered*. The severity of reduction can be affected by lowering the maximum terrain count slider. AFAIK, the mod only counts bigger bushes and trees for this..

Then, the "detect" module has *no effect under 300 meters*. It's instead meant to give the AI detection range over those default arma values with KnowsAbout probability checks based on player posture, AI posture, weather and daylight. So messing around in the detect menu has no effect on the subskill part of the mod, or the possibility of being detected under ~300m.

This mod doesn't do anything else for AI functionality; that's all on Arma or other AI mods.
CF Raider 7 May @ 10:21pm 
Same Marchie. Guess it's broken.
marchie 19 Mar @ 2:19am 
Anyone else experiencing that only the maximum skill values are taking effect? even if you the time and weather are changed to night /rain. the skill does not reflect the changes that needs to take effect based on the minimum skill values entered. anyone found a solution?
I assume Isky's AI skill tweak wont work with this, correct?
TardWrangler 28 Jan @ 3:56pm 
Mod causes friendly AI group leaders to freeze in place after being given a waypoint in high command
necronsticc 20 Jan @ 5:22pm 
looks like the setting to disable the subskill module is missing
Reticuli 15 Jan @ 7:21pm 
I like how AI drives around more rather than staying in one spot, and I like how they'll go into buildings and shoot at you from upstairs, but some of them seem to run far away and hide in buildings that are hard to get to, and others just don't engage and stand there even though they still have bullets. Maybe that last one is just a general problem, but the running far away part seems to be from this mod. For the most part, while it makes the AI more varied, it also seems to make them maybe dumber and more prone to run, which can make tracking them all down harder to finish a task.
J@unty 13 Aug, 2024 @ 3:52pm 
@J-Money. Before set accuracy by CFBAI, i suggest you to decrease accuracy by AI settings, on difficulty options.

After that, this mod allow to set accuracy AI on several situations: under suppression , in the forest /foliage.

The "boost module" increase the AI precision , if you shoot from the same corner too long.

And the "detect module" allow the AI to detect you from far, than vanilla.

The key is testing, good luck!
I spend a lot of hours, testing ai reaction / accuracy, before to find a good balance, to play.
(testing with vanilla presentation "infantry", and battle as spectator in editor, between 4 groups (2 NATO/2 CSAT)
J-Money 9 Aug, 2024 @ 4:53am 
can someone explain what settings i should turn down, and to roughly what numbers, to make the AI significantly less accurate? im confused on settings #'s
J@unty 1 Aug, 2024 @ 1:12pm 
The vanilla ai difficulty setting change a lot the AI behaviour.

With CFBAI i use "expert" for AI (0.8 skill/ 0.7 precision).
In CFBAI, in suppression set/general skill, i put 0.45 instead of 0.5 .

Firefight are more long, the ai can flee, hide , smoke.
They are dangerous unsuppressed, but when AI is suppressed you can survive more easily.

I tested to adjust only the courage( defaut 0.20) to 0.10 and 0.15
Result: AI too coward: hide very long/ don't move

I use CFBAI with Isky Ai mod (light ai mod)


Do you have some setting of CFBAI to share?
BrGuardian 19 Jun, 2024 @ 8:31am 
Theres a way to disable the script for some specific units or side?
Nimmersatt 10 May, 2024 @ 10:17am 
@Deflector
CF_BAI is compatible to Dynamic Camo System. They are not doing the same thing. They complement each other.
CF_BAI modifies the sub-skills of the AI. They are set depending the configured min/max values, the vegetation around the unit, day/night and rain/fog. The CF_Bai detect module changes how far the AI is able to spot enemies and how good it is at spotting.
Dynamic Camo System modifies the Arma3 camouflage coefficent of units. This determines how difficult is it to spot the unit.
LynX13 6 Mar, 2024 @ 6:42am 
Guys, is CF BAI compatible with Dynamic Camo System? Or are they doing the same thing?
AMRAAM 25 Feb, 2024 @ 6:18am 
@honger Is it possible to make it so whenever you shoot the enemy with a silenced weapon, chances they know where you are are still low? because rn in arma when you shoot they immediatly know where you are
JustRyan 11 Jan, 2024 @ 2:57am 
How the Urban combat with this mod?
Thatch 30 Dec, 2023 @ 2:03am 
@Munger It pops up a little notification box of the multipliers from the mod when you get killed by an AI
Tollonen 7 Dec, 2023 @ 11:42am 
This seems to have a bug with the "Overall Visibility" slider in detect CBA options: if you increase the value above 1.0, the detection doesn't seem to work at all anymore. Range from 0 to 1 seems to function. Not sure if the slider is actually working in reverse?
Sam 4 Dec, 2023 @ 7:45am 
From all mods in workshop this is only that can force AI to shoot at long-range for fire suppression with AK.
Could you recommend settings to further increase this range?
Munger 26 Nov, 2023 @ 1:32pm 
Hi honger. Great mod.

I noticed in the CBA settings that there is a 'Death module'. It isn't obvious what this does. Could you explain? Thanks.
=BAD=DreadForce83 18 Nov, 2023 @ 1:47pm 
@CarlSaganT3 Can you please say which mod is incompatible with 'CF_BAI', from your mod list? Thanks.
honger  [author] 12 Nov, 2023 @ 10:12am 
@snowy, it can just like any AI mod (or, well, any mod loaded). I played the East Wind campaign with it and don't remember any issues but there can and will be exceptions.
@AmazBoi77, this mod does not interfere with waypoints or FSMs so nope I won't. Verify your own mod preset.
snowy 12 Nov, 2023 @ 3:01am 
does this AI mod make missions break in the way that many AI mods do? i've heard lambs and such have a tendency to break things like antistasi because they override Ai waypoints and such.
AmazBoi77 10 Oct, 2023 @ 3:30pm 
You should add an option to disable the mod for the player group. The AI run around like idiots with this mod
namenai 27 Aug, 2023 @ 5:31pm 
why are u running 200 mods lmao
CarlSaganT3 20 Aug, 2023 @ 4:09pm 
Ohhhhh boy. Just found out that one of my 200+ mods is incompatible with this (it runs fine but it seems to negate any effects of the detect module) and its not any of the obvious ones

wish me luck xD
I'll update on this when i find it
honger  [author] 17 Aug, 2023 @ 10:39pm 
@Illu no, probably not.
Illu 16 Aug, 2023 @ 8:02am 
compatible with lambs suppression?
honger  [author] 11 Aug, 2023 @ 9:23am 
@KENIXII see comments below
KENIXII 9 Aug, 2023 @ 11:02pm 
does it compat with acstg + asr ai?
ThomasAngel 23 Jul, 2023 @ 7:42am 
LAMBS_danger should be 100% compatible, LAMBS_danger does not use setSkill or setUnitTrait at all
honger  [author] 22 Jul, 2023 @ 11:34pm 
@Beko, go to addon options for LAMBS mod you're using and look for any settings regarding AI skill, then disable these. If there are not any then LAMBS devs probably changed this deliberately, they have their own Discord server you can join and ask how to disable AI subskill management in LAMBS_Danger/LAMBS_Suppresion.
Bєko 15 Jul, 2023 @ 1:32pm 
"Just make sure you do not use the other mods mechanisms for setting the unit subskills and also use the CF_BAI ones, change either but not both."

i use lambs,what do i have to change? i dont understand :/
gman 7 Jul, 2023 @ 4:40am 
For those having trouble noticing any difference for this mod, make sure that the inital sleep time setting is set low as possible. By default this is set to 30 seconds so this mod wont have any effect for 30 seconds at mission start, and also when spawning in units with zeus. This setting can be reduced to 10 seconds, or if you modify the files of the mod it can be reduced to 0 seconds like the tooltip says
The Tactician 20 Jun, 2023 @ 6:56am 
is this compatible with Anti stasi?
honger  [author] 14 Jun, 2023 @ 6:29am 
@glowy_dingus see comments below.
glowy_dingus 8 Jun, 2023 @ 4:38pm 
is this compatible with ACSTG AI Cannot See Through Grass?
honger  [author] 1 Jun, 2023 @ 10:38am 
@Ankt747 you might want to reach out with this problem to official Arma Discord or some scripting groups/discord servers.

And you can remove rockets from AI inventory in Editor, through editing their loadouts.
Ankt747 28 May, 2023 @ 9:47am 
oww...well I don't know how to do that. Usually missiles rain on my tank from just one/two AT/static AT in single player. And vanilla smoke screen only deploying to the front doesn't help.
honger  [author] 28 May, 2023 @ 9:11am 
@Ankt747 what? Just remove rockets from AT soldier's equipment.
Ankt747 23 May, 2023 @ 8:43am 
Know any mod where AI won't reload launcher?
honger  [author] 12 May, 2023 @ 2:41am 
@Callistar, all features of CF_BAI are listed in description.
Callistar 10 May, 2023 @ 6:44pm 
does this mod increase the ai's ability to path find at all?
honger  [author] 9 May, 2023 @ 10:27am 
@Spazzz, not with the camouflage part, otherwise yes
Spazzz 6 May, 2023 @ 6:20pm 
is this compatible with Real Engine?
honger  [author] 2 May, 2023 @ 6:41am 
@~Weastside~ Kimamwue, no, probably not compatible
Mog the Suave 19 Apr, 2023 @ 12:11pm 
Question now, is it compatible with the new ACSTG AI Cannot See Through Grass mod?
Christovur 1 Apr, 2023 @ 6:28pm 
Greetings; do you guys have any issues with server performance when using CF_BAI? We do, so thats why I am asking.. In the course of 4 hours of mission, the server FPS drops significantly and doesnt go up again after deleting all the units. We use CF_BAI together with LAMBS (without suppression).
Smiley 20 Mar, 2023 @ 2:09am 
Would this mod play well with the new grass LOD fix mod?
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2946868556
Beugle 17 Mar, 2023 @ 4:30pm 
anyone have any settings set for them that work well instead of the default ai settings so they dont just stand there and get killed
YipMan 8 Mar, 2023 @ 4:10pm 
@mickey

I think some of those values are screwed as far as I remember the original author said a while ago in his workshop forum.
Especially the environment functions (fog and rain respectably).