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Vehicles 147
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Light vehicles
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Armoured vehicles
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Tiltrotor aircraft
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Naval craft
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Vehicle-mounted weapons
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Planning and Execution 155
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Theatres and Campaigns
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Deployment execution 57
- FM/G146 Introduction to Mission Support
- FM/G144 Leading as the Lead Game Master
- FM/G143 Assisting the Lead Game Master
- FM/G153 Using the Zeus interface
- FM/G145 Creating a fun battlefield
- FM/G159 Zeus modules
- FM/G147 Underlying Arma mechanics
- FM/G158 Handling ARMA bugs
- FM/G148 Roleplaying
- FM/G154 Scheduling a deployment
- FM/G407 Battle Management
- FM/G408 Operational Awareness
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FMDG Communications
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Radio Comms (Staging)
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Reports (Staging)
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FMDG Field Leadership
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FMDG Rotary Wing
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Loadout (Temp)
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UNIHELP
Every role card
Command & Control
Ground Operations
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Core Infantry 13
- Assistant Automatic Rifleman Verified
- Rifleman Verified
- Ammo Bearer Verified
- Grenadier Verified
- Automatic Rifleman Verified
- Interpreter Verified
- Assistant Machinegunner Verified
- Assistant Machinegunner, Heavy Verified
- Machinegunner, Medium Verified
- Machinegunner, Heavy Verified
- SF Operator Verified
- SF Gunner Verified
- Rifleman (Leadership Observer) Verified
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Cavalry 12
- Light Vehicle Crewman (Driver) Verified
- Light Vehicle Crewman (Gunner) Verified
- Light Vehicle Crewman (Commander) Verified
- Light Vehicle Section Commander Verified
- AFV Crewman (Driver) Verified
- AFV Crewman (Gunner) Verified
- AFV Crewman (Commander) Verified
- AFV Section Commander Verified
- MBT Crewman (Driver) Verified
- MBT Crewman (Gunner) Verified
- MBT Crewman (Commander) Verified
- MBT Section Commander Verified
Air Operations
Support Operations
Scenario Operations
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Mission Support 11
- War Correspondent Verified
- Civillian Roleplayer Verified
- Assistant Game Master Verified
- Mission Support Observer Verified
- Game Master (≤15) Verified
- Game Master (≤32) Verified
- Game Master (≤64) Verified
- OPFOR Roleplayer Verified
- Lead Game Master (≤15) Verified
- Lead Game Master (≤32) Verified
- Lead Game Master (≤64) Verified
FM/BG-746 · v1.01
AI communication/awareness
- Code
- FM/BG-746
- Kind
- Guide
- Version
- v1.01 1yr ago
- Views
- 297
- Platforms
- As its document
- Published by
- SPC Vyqe 10 Dec 2024
- Last material change
- v1.00
132 words added, 105 words removed.
v1.00
In Arma, AI awareness is managed at group level. This means that each AI group acts essentially as a hivemind, having perfect knowledge of each other, and the targets they see.
Hit detection
When an AI unit is hit, said AI unit (and by extensions their group) will gain instant knowledge of the unit that fired at the AI unit. In most cases, this means that the AI unit that was hit and other members of it's group will instantly turn and engage the unit that shot it, if within range and not already engaged.
Visual spotting
The field of view of AI units is quite narrow, and the distance at which they will spot something is dependent on a few factors:
Distance
Skill level of the AI unit
Environment (darkness/fog), NVG/lights will help the AI unit
Stance of the unit that the AI unit attempts to spot
Scope on the AI unit's weapon
Some things that do not affect AI spotting:
Using laser pointers/lights
Uniform/vests (even ghillie suits)
Tracers
v1.01
AI awareness
In Arma, AI awareness is handled on the group level. Each AI group acts like a hivemind, with perfect knowledge of the positions of its group members and the targets they detect.
Hit detection
When an AI unit is hit, it and its group instantly gain knowledge of the position of the attacker. This generally leads to:
Immediate engagement by the hit unit and its group if the attacker is in range and not already engaged.
Quick reaction times make the AI groups formidable in combat.
Visual spotting
The ability of the AI units to visually detect a target depends on a host of factors, including:
Distance: The closer the target, the easier it can be seen.
AI skill level: Higher-skilled AI are more capable of doing so.
Environment: Light, fog, and many other environmental factors impact visibility. NVGs or lights will help the AI units.
Target Stance: Standing targets are easier to see than prone ones.
Weapon Scope: AI units with scoped weapons can spot targets from further away.
Certain elements do not affect AI spotting capabilities, including:
Laser pointers or lights on weapons.
Uniforms or vests, including ghillie suits.
Tracers from fired rounds.
AI awareness
In Arma, AI awareness is managed at handled on the group level. This means that each Each AI group acts essentially as like a hivemind, having with perfect knowledge of each other, the positions of its group members and the targets they see. detect.
Hit detection
When an AI unit is hit, said AI unit (and by extensions their group) will it and its group instantly gain instant knowledge of the unit that fired at position of the AI unit. In most cases, this means that attacker. This generally leads to:
Immediate engagement by the AI unit that was hit unit and other members of it's its group will instantly turn and engage the unit that shot it, if within the attacker is in range and not already engaged.
Quick reaction times make the AI groups formidable in combat.
Visual spotting
The field of view ability of the AI units is quite narrow, and the distance at which they will spot something is dependent to visually detect a target depends on a few factors:
Distance
Skill level host of factors, including:
Distance: The closer the target, the easier it can be seen.
AI unit skill level: Higher-skilled AI are more capable of doing so.
Environment (darkness/fog), NVG/lights Environment: Light, fog, and many other environmental factors impact visibility. NVGs or lights will help the AI unit units.
Stance of the unit that the AI unit attempts Target Stance: Standing targets are easier to spot see than prone ones.
Scope on the Weapon Scope: AI unit's weapon units with scoped weapons can spot targets from further away.
Some things that Certain elements do not affect AI spotting: spotting capabilities, including:
Using laser pointers/lights Laser pointers or lights on weapons.
Uniform/vests (even Uniforms or vests, including ghillie suits) suits.
Tracers from fired rounds.
Where it appears
Lives in
FM/G147 Underlying Arma mechanicsOn role cards
On 8 role cards in 1 combat area.
Named on
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Assistant Game Master
Mission Support
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Game Master (≤15)
Mission Support
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Game Master (≤32)
Mission Support
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Game Master (≤64)
Mission Support
The other 4 roles read it through these cards.
By combat area