SilenceAI - Enhanced Combat

by Silence_AUS
SilenceAI - Enhanced Combat

Summary

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.

Description

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 vehicles explicitly registered to a group, which almost never happens, so patrols walk past perfectly good trucks. SilenceAI supplies that registration, then adds the discipline vanilla lacks: only mount when the trip is worth it, debus short of the objective, and bail out on sustained contact rather than riding into an ambush. Ground vehicles only. There is no helicopter or aircraft AI anywhere in Reforger to switch on. Off by default.


MANOEUVRE
Posture (Auto, Defend, Assault) keeps defenders and attackers apart. Assault groups never garrison, never hold fire, and once a firefight goes static they work around the flank. Bounding overwatch splits assaulting groups so one element suppresses while the other moves. Flank waypoints go in front of the group's real orders and always time out.


CROSS-GROUP CONTACT SHARING
Vanilla groups do not talk to each other at all, so six squads defending one base fight six separate wars and you peel them off one at a time. SilenceAI passes contacts to friendly groups within radio range, rate limited, so it reads as someone calling it in rather than omniscience.


SUPPORTING FIRE
Base of fire, suppression, investigate, illumination flares at night, ammunition sharing, casualty reporting, static turret manning, and grudging artillery fire missions that are off by default and deliberately slow to answer.


ACCURACY AND SUPPRESSION
All AI accuracy runs through one aim-error roll sized by skill tier. SilenceAI adds the global scale Bohemia left hardcoded with a TODO. Suppression accumulates from nearby fire and degrades shooting, with an accuracy floor so stacked penalties cannot drag a veteran into uselessness.


DESPAWN RANGE
Since 1.8 groups delete their members once every player and camera is beyond 800 m, which is why sniping a position empties it. Set it globally or per group. A sniper observer option keeps only what is in your scope alive, so cost scales with players rather than map size.


REARM, COHESION, WITHDRAWAL
Low on magazines they ask the squad, then scavenge. Losing the leader costs the group a skill tier. Groups that are genuinely beaten withdraw rather than dying in place.


GAME MASTER
56 attributes across three pages. 38 scenario-wide, 10 on a selected group, 8 on a single soldier including hold position, occupy position and man turret. Scenario changes persist to the config file and apply to AI already in the field, not just the next spawn.


CONFIGURATION
Everything lives in $profile:SilenceAI_config.json, written with defaults on first run. Per-faction profiles supported, so your OPFOR can be sharper than your BLUFOR. Structured logging is tagged per subsystem so you can grep for one system at a time.


COMPATIBILITY
All logic is server-authoritative. Clients need the mod present, as Reforger has no optional-mod support. Remove CRX Enfusion A.I. before running this: both modify AI skill and will fight over it.

Handbook:
https://claude.ai/code/artifact/e1725b32-79df-48bd-8253-7e80b7d0b23c

License

Arma Public License No Derivatives (APL-ND)

Rating
94%
Version
1.0.56
Game Version
1.8.0.13
Version size
1.21 MB
Downloads
4,753
Created
13.08.2026
Last Modified
24.09.2026
ID
6A1AA2A95D40BC57