General Staff - AI Commander

by PapaLazarou
General Staff - AI Commander

Summary

General Staff: an AI command controller. AI commanders plan and fight the war for every side, build forward bases, run supply and reinforcements, and only spawn troops near players.

Description

GENERAL STAFF: AI Command Controller

General Staff is an AI command controller for Arma Reforger. It puts an AI headquarters in charge of each side: the AI decides where its forces go, what to attack and defend, when to reinforce, resupply, scout or retreat, and keeps commanding even when no player is anywhere near. Drop one General Staff controller into a world, pick the sides and their doctrine, and the AI runs the war.

HOW THE AI COMMANDS
- AI commanders: one or more per side. Every few minutes each commander reviews the situation with only what its side knows (fog of war) and issues orders: attack, defend, reinforce, recon, patrol or withdraw. Several commanders on one side split the forces and take different fronts.
- Doctrines: Occupation (hold and expand slowly), Invasion (multi-front offensive), Assault (one hammer blow), Insurgency (hideouts, IEDs, ambushes, recruiting from the population) and Dug-in (defend).
- Intel and fog of war: the AI only reacts to what it has seen: scouts, recon flights, garrisons, combat contact and local informants. Intel goes stale. Unknown enemy ground gets scouted before it is attacked.
- Order hand-off: the controller gives each group its order as a waypoint; the game AI (or CRX Enfusion A.I., detected automatically) fights the actual battle.

HOW IT KEEPS BIG ARMIES CHEAP
- Up to 150 groups exist as lightweight data that still move, fight and take ground off-screen. Only groups near players (default 1.2 km) become real AI, capped at 120 soldiers and spawned a few at a time. When players leave, the groups go back to data with their losses, ammo, fuel and vehicle damage kept.

SUPPLY THE AI DEPENDS ON
- AI commanders build their own FOBs: when the front gets far from their supply, they set up a forward base and depot short of the target, garrison it, and run supplies and reinforcements through it. Lose the FOB and its stock is gone, so the enemy AI hunts them.
- Player-side FOBs grow in stages as supplies arrive: HQ, bunkers, a full arsenal (every item from all loaded mods), hospital, mortar, vehicle and helicopter spots that respawn, HESCO walls and guard towers. Two squads defend each FOB, and players can spawn at it.
- Supply truck convoys and helicopter runs carry supplies to the FOBs so they can keep building.
- The enemy builds FOBs too; once scouted they show on the map with a mission to destroy them.
- Depots, supply convoys, helicopter lifts and paradrops carry manpower, ammo and fuel to units that ask for them. Held ground produces supplies and new units. Air sorties (CAS, recon, transport, SEAD) when a side holds an airfield.

AROUND THE AI
- Civilians who react to fighting, take sides, inform, get recruited by insurgents and remember players who harm them.
- Spread-out forces: free units take mixed jobs across the whole map: holding the least-covered towns, roaming patrols that move from town to town, recon toward the enemy and road checkpoints. Your side's units show on your map with their current job.
- Armour: tanks and BMPs/APCs from each faction's vehicle catalog fight as armoured and mechanized units.
- Ambient threats: IEDs, car bombs, suicide bombers, roadblocks, outposts, patrols.
- Tasks for players generated from what the AI is doing: hit a convoy, defend a position under attack, take an objective, destroy an enemy FOB, clear an IED, recon, raid a hideout, resupply a FOB. Up to 10 at once (configurable, 0 = off); a finished one is replaced.
- The whole AI war (forces, ownership, supplies, FOBs, IEDs) is saved through the official persistence system and resumes after a restart.

PLAYER AND ADMIN CONTROL
- C2 tablet (SITREP, known enemies, tasks), per-faction map markers, and "designate" to point your side's AI commander at a target.
- Supply crates, vehicle loading, towing, sling loads and FOBs the enemy AI will come for.
- Game Masters and admins can hand groups to the AI commander or take them back, change limits live, and turn on debug markers that show every group and every commander's plan.

INCLUDED SCENARIOS
- US vs USSR Invasion (Everon)
- Insurgency on Arland (FIA insurgents vs US)
- Frontline Push (Kolguyev)

FOR MISSION MAKERS
- Any game mode, any map: objectives come from map locations automatically; factions and groups from faction catalogs. Workshop factions work with a config change.
- Place GS_CampaignManager, pick a preset, optionally add objective, depot, no-spawn zone and activator prefabs. Every limit is a config attribute.
- Use a General Staff systems config (Configs/GeneralStaff/Systems) in the mission header for official saves; otherwise it saves to a JSON file in the server profile.

CHAT COMMANDS
/gs help, tablet, sitrep, tasks, status, designate <objective>, crate, load, unload, deliver, buildfob, tow, sling, disarm
Admin / Game Master: /gs save, saveexit, debug, set <maxai|maxgroups|radius> <value>, adopt, release, selftest

License

Arma Public License (APL)

Rating
67%
Version
1.0.17
Game Version
1.9.0.37
Version size
130.05 KB
Downloads
168
Created
10.11.2026
Last Modified
11.11.2026
ID
5BC87DEE2FAE3D90