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Arma 3: How to Create AI Teams

Posted on January 29, 2020

This brief guide will illustrate how to better control your AI SQD…by creating separate Teams

 

Table of Contents

  • Intro
  • Arma Team Choices
  • ***Teams Within Teams ***
  • SQD Attack w/th AI Teams
  • Bounding with AI Teams
  • Dismounted Movement w/th AI
  • Combat Control of AI Teams
  • Mission Example
  • Menu Selection
  • Conclusion
  • Related Posts:

Intro

Arma 3: How to Create AI Teams
When playing in Single player mode, the ability to create Teams is often not used to its full potential.

This in-game ability allows for players to better control their AI soldiers

This added control has many benefits like:

  • allow for one team to be “Weapons Free” while another is on “Weapon Hold/Tight’
  • enables to have Assault/Support By Fire/Security Teams
  • controlling a group of Soldiers in 1 command versus separate and individual commands

Arma Team Choices

Arma 3: How to Create AI Teams
Arma allows for one basic category of Teams:

  • Colors (Red/Green/Blue/Yellow/White)

To create a Team, you must select all the AI players that you want on that Team

  • Team Red (SBF) – AR; MG TM (2 players); PSG
  • Team Green (Assault) – Rifleman X2; PL
  • Team Blue (Security) – Rifleman X3 (Three 1-man Teams)

During in-game, your AI players don’t have to be numerically ordered to be on a Team together

  • Players 1, 3, 4 & 7 on Team Red
  • Players 2, 5 & 6 on Team Green
  • Players 8, 9 & 10 on Team Blue

***Teams Within Teams ***

Here is something that I find works well:

If you have 3 main elements (Assault/SBF/Security) numbering a total of 10 AI players, you can break each section down even more

Step 1 – Select the PL as “Player” in the Eden Editor

READ:  Arma 3: How to Use a Battle Roster

Step 2 – While still in the Editor, select the other 2 Section LDRs as “Playable”

Step 3 – While playing, toggle (default “U”) into each position (including PL) and break-down your current Team into more Teams for extra control

This allows you to provide “Buddy Teams” within your Bounding Element

  • Fire TM of 3 AI player and yourself can now become 2 separate TMs

SQD Attack w/th AI Teams

AI Team control is fundamental while conducting a SQD attack

Team control of AI allows for separate:

  • Security element
  • Assault force
  • Support By Fire

Team control allows you to set up your Security element first, then your SBF and finally, your Assault section

Once the separate Teams are in place, you can keep them in place (Security & SBF) and allow your Assault element to close-in on the Enemy position

Bounding with AI Teams

Arma 3: How to Create AI Teams

You choose the technique based on the probability of Enemy contact

Dismounted movement techniques:

  • Travelling
  • Travelling Overwatch
  • Bounding Overwatch

Arma 3: How to Create AI Teams

Bounding Overwatch can be accomplished by 2 methods:

  • Alternating – Teams bound to a point PAST the Overwatch section
  • Successive – Teams always stay on ‘Line’ with each other

Also, SQDs can bound using different sizes of their elements:

  • SQD – can bound by Fire TM (2 in a SQD) or “Buddy” Teams (4 in a SQD)

Dismounted Movement w/th AI

Arma 3: How to Create AI Teams

Team control of an AI unit also allows for rapid change in:

  • Formation type (wedge/file/”V” etc.)
  • Alert status (careless/safe/aware/ etc.)
  • Stance (standing/kneeling/prone)

Formation controls allows you to:

  • Have Alpha TM in “Wedge” formation
  • HQ TM (MG TM/PL/RTO) following in “File” formation
  • Have Bravo TM trail in “V” formation
READ:  Arma 3: Ultimate Guide in 2019

Arma 3: How to Create AI Teams
Lead Fire TM in wedge;
Platoon to follow in file;
Fire TM in wedge while providing R/L flank security

Combat Control of AI Teams

Creating AI Teams can allow for:

  • Weapon Control Status (Hold fire/Weapons Free)
  • “Suppressing Fire”
  • “Watch Over There”
  • “Target That…”

Mission Example

Task: Conduct SQD attack of Enemy checkpoint

Standard: Eliminate Enemy position with resulting KIA/EPW

Condition: Given a SQD plus attached MG Team, 3 separate elements (Security/SBF/Assault)

BEFORE you reach the OBJ area, make sure to:

  • position your Security TMs in such a way as to increase your defense and seal off the OBJ
  • select a good SBF position that has small arms range ‘stand-off’
  • some form of cover (natural or man-made) for your 3 elements
  • find a good route for your Assault element to close in on the OBJ

Menu Selection

Arma 3: How to Create AI Teams
While in-game select the AI players you want:

  • on a Team (F1/F2/F3 etc.)
  • scroll to “Team”
  • scroll to “Assign” (Red/Blue/Green etc.)

Arma 3: How to Create AI Teams
Once your first TM is created, repeat the process for the additional Teams

After all the TMs for that player have been created, change your player to create other TMs

This will allow for separate elements to all have Teams and sub-teams

Once playing, to call the Teams into action:

  • “Backspace” for menu
  • scroll to “Team”
  • scroll to “Team” one more time
  • choose whichever Team your need (Red/Blue/Green etc.)
  • choose another menu action for them to execute

Arma 3: How to Create AI Teams

Conclusion

Creating Teams allows you to:

  • quickly and easily control Fire TMs/SQDs
  • create separate elements (Assault/SBF/Security etc.)
  • have different elements in different movement formations (lead TM in wedge, second TM in file)
  • manage different Fire Control Status of separate TMs
READ:  Arma 3: Ultimate Guide in 2019

By Greybeard

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2 thoughts on “Arma 3: How to Create AI Teams”

  1. fsm says:
    March 24, 2021 at am3:20

    Everything is very logical and neatly instructed, however one thing is unfortunately not doable due to lack of in game support. Team leaders have no authority over their own team members if under direct command of the PL. So basically, you would have to detach each Fireteam individually from the Platoon for you to switch to each FTL and assign buddy teams or make orders for their subordinates. The FTL of each Fireteam will not have authority over it’s individuals until it is free of command.

    I have tried to do this in the game for years, but the command hierarchy of Squads and Platoons alike are fundamentally flawed in ArmA. So you can only truly control these Fireteams individually from the PL or through a Commander module\mod. But it is really awesome to see someone else out there who has considered utilizing proper structure in ArmA. It just doesn’t work, and I have been around a while so I don’t really think any particular mod fixed this problem.

    Reply
    1. fsm says:
      March 24, 2021 at am3:37

      Btw, you can actually circumvent this issue by using the High Command module, and essentially it is the same thing as what you are trying to achieve with the added bonus that you don’t actually have to use color codes for each Fireteam. You just select the Fireteam through the high command, and give them orders. The really cool thing about this as well is you can still switch units to the different Fireteams and coordinate buddy teams and all of the other unique characteristics of unit cohesion. So, just thought I would share that with you and anyone viewing this article. The only downside to High Command is that you only access High Command via module… it is not naturally implemented into missions usually because of designers choice (or lack of choice). This should regulated in offline missions though, I see no shame in using AI if it can be done effectively.

      Reply

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