AIO - AI Overhaul

by Startpixel

1.0.7

AIO - AI Overhaul 1.0.7

NEW: Hand signals
Squad leaders use real hand signals. They point when contact is made, signal move out when moving or bounding, halt when the squad stops, follow me when regrouping or breaking contact, and get in at vehicles. They never signal mid close-quarters firefight. Toggle: AIO: Hand signals.

NEW: Melee
When an enemy gets within about 2m, soldiers strike with their weapon. They reach a little further when reloading or out of ammo.

NEW: Smoke actually blocks vision
Once their target disappears behind smoke, AI stop firing blindly into it after a moment and only fire short probing bursts.

NEW: Urban combat
A squad caught in the street under fire breaks into the nearest building away from the enemy, throws smoke to cover the dash and takes window positions. They move on once the area goes quiet.

NEW: Wounded behavior
Hit soldiers get out of the line of fire. Leg wounds make them crawl and stay low. When someone goes down, the nearest teammate moves up between the casualty and the enemy and suppresses so the medic can work.

NEW: Counter-sniper drills
When taking fire from long range or from a sniper, the squad gets into cover, peeks less and changes position between looks. A spotter scans with binoculars, or his rifle optic if he has none, until he finds the shooter. Then the squad suppresses, screens with smoke and calls mortars on the sniper's position if a mortar team is available.

NEW: Night and weather vision
Darkness, fog and rain make AI slower to spot enemies, and fog and rain hurt their aim at long range. Moonlight helps at night, clouds make it darker. Toggle: AIO: Night and weather vision.

NEW: Squad life
When the leader dies the squad is briefly confused before someone takes charge, and militia may break and fall back. Soldiers out of magazines get some from a buddy or take them from bodies. Unarmed soldiers pick up a weapon from a body.

CHANGED: Smoke use
AI only throw smoke when they really need it: under real fire, at a sensible distance, with long cooldowns. Medics no longer trigger a wall of smoke, just one grenade for a casualty in the open.

CHANGED: Mortar spread
Each mortar aims at its own point instead of all hitting one spot. Rounds spread naturally, more long and short than left and right, and wider the further the target is. The first round lands wider, like a crew adjusting fire.
Game Version
1.9.0.37
Created
Sun, 08 Nov 2026 07:01:08 GMT
Last Modified
Sun, 08 Nov 2026 07:01:13 GMT

1.0.6

AIOverhaul 1.0.6

INFANTRY
Flanking, bounding, pushing and regrouping now use the game's combat movement: soldiers run crouched with their gun up and stop behind real cover instead of jogging into the open
Soldiers caught in the open with no cover run to the nearest real cover within 20m
Soldiers in good cover who can see the enemy hold it and keep firing instead of hopping to new cover every few seconds
Soldiers on a scripted move now stop and engage enemies they spot, after a short reaction time based on the Tactical skill slider
Soldiers look at the enemy instead of old positions or walls while enemies are around
New: breaking contact. Squads that lose half their men, or are badly outnumbered under heavy fire, throw smoke and fall back about 120m in bounds while the other half covers. Not used by Aggressive squads, squads on a Defend order, building garrisons or mortar crews
Rushes and dodging fire end crouched instead of prone
Smoke is only used to cover wounded teammates and the flank team's bound across open ground

CQB
Squads stack against the wall on both sides of the door and enter one at a time, the next man only goes once the doorway is clear
Point man slices the pie at doorways, checking the room angle by angle before entering, while number two covers the opposite side
On entry the pair split and hook into opposite corners, then check corners before moving on
Stairwells: the point man covers the landing from the bottom, keeps his gun on it while climbing and checks all sides at the top
Rear man watches back toward the entrance
Cover search now counts long walls and building sides

DEFEND ORDER
Free mounted machine guns near the defend point get manned, and the gunner is put back on the gun if pulled off
When a machine gunner is down to his last belt, a teammate runs to a nearby ammo crate (or uses his own spare belts) and brings him fresh ones
Soldiers without cover crouch instead of lying prone in the open

MORTARS
Mortar teams no longer wander off after a fire mission
When out of shells, one man runs to another ammo crate nearby and restocks the mortar

CONVOYS
Vehicle order is locked in, so cars no longer swap places and lose the column in bends
Following vehicles match the speed of the car ahead and brake earlier, keeping at least 15m, so they no longer swerve off the road when the lead slows
Lead vehicle slows for sharp bends and the column follows smoothly

BUG FIXES
Soldiers throwing smoke for no reason
Soldiers stuck holding a grenade or smoke after a cancelled throw
Weapon fix cutting off grenade throws and healing
Squad piling up in the doorway during building entry
Defend order making soldiers lie prone in the open

COMPATIBILITY
Overrides the base car, truck and APC steering prefabs. Other mods that change those same prefabs may conflict
Game Version
1.9.0.37
Created
Sat, 07 Nov 2026 06:31:55 GMT
Last Modified
Sat, 07 Nov 2026 06:32:01 GMT

1.0.5

AIOverhaul 1.0.5

NEW: MORTAR SUPPORT
- Squad leaders radio for mortar support when the fight gets heavy (3+ enemies or the squad is under heavy fire, enemy 90 to 700m away)
- The nearest friendly mortar crew in range (80m to 3km) fires a 6 round HE barrage on the enemy position
- The calling squad pulls back to a safe distance from the target before the rounds land
- Mortar fire is not called if friendlies are within 50m of the target
- Each squad can call once every 2 minutes, and mortar crews need time between missions
- Any AI group put on a mortar becomes a mortar team. Use the "AIO: Mortar support" option in the group's properties to turn it off
- Mortar teams stay on the mortar and don't join the fight
- If enemies get within 200m of the mortar, the crew leaves the tube and falls back, then returns once the area has been clear for 30 seconds

ARMORED VEHICLES (LAV, BTR, BMP)
- Dismounted infantry move clear of the vehicle after getting out
- Dead or unconscious drivers and gunners get replaced by a passenger or a nearby squad member
- Crews abandon vehicles that are burning, immobilized or heavily damaged
- If no one can replace the crew, the vehicle is abandoned
- The squad waits 30 seconds after a fight before mounting back up

BUG FIXES
- Fixed passengers staying inside armored vehicles after the drop off
- Fixed infantry getting stuck at the rear doors after dismounting
- Fixed the driver getting out and back in for no reason
- Fixed armored vehicles not moving after the drop off
- Fixed the commander seat being treated as the gunner, which left a passenger behind
- Fixed troops getting in and out of vehicles over and over during short breaks in a fight
- Fixed soldiers ending up empty handed after throwing grenades or switching weapons, they now draw their rifle again (pistol if they have no rifle)
- Fixed a script error from the suppression behavior

COMPATIBILITY
- Overrides the base car, truck and APC steering prefabs. Other mods that change those same prefabs may conflict
Game Version
1.8.0.13
Created
Wed, 04 Nov 2026 11:40:57 GMT
Last Modified
Wed, 04 Nov 2026 11:41:05 GMT

1.0.4

Bug fixes
Game Version
1.8.0.13
Created
Sun, 01 Nov 2026 08:03:18 GMT
Last Modified
Sun, 01 Nov 2026 08:03:28 GMT

1.0.3

Hotfix/update
Game Version
1.8.0.13
Created
Sun, 01 Nov 2026 06:45:19 GMT
Last Modified
Sun, 01 Nov 2026 06:45:26 GMT

1.0.2

Hotfix.. Fixed some bugs and removed features that are not needed.
Game Version
1.8.0.13
Created
Sun, 01 Nov 2026 06:40:01 GMT
Last Modified
Sun, 01 Nov 2026 06:40:05 GMT

1.0.1

Added new features, & some bug fixes.
Game Version
1.8.0.13
Created
Sun, 01 Nov 2026 06:08:36 GMT
Last Modified
Sun, 01 Nov 2026 06:08:40 GMT

1.0.0

Game Version
1.8.0.13
Created
Sat, 31 Oct 2026 15:04:21 GMT
Last Modified
Sat, 31 Oct 2026 15:04:27 GMT

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