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IPC Autonomous Capture AI

IPCAutonomousCaptureAI is a mod designed for the Conflict game mode in Arma Reforger. It introduces an autonomous AI capture system, enabling AI units to dynamically capture objectives without player intervention. Spawned AI will automatically locate and move toward the current Main Objective, supporting a more immersive and reactive battlefield experience.

1. How to Use the Autonomous Capture Spawn Point

To set up an autonomous AI group that dynamically targets objectives in the Conflict mode, simply place the prefab IPC_AutonomousCaptureSpawnPoint in your scenario using the World Editor.

✅ Basic Setup
  • Ensure the entity has a SCR_FactionAffiliationComponent set to the faction you want.
  • Place the prefab close to a military base or target point.
  • Upon scenario start, the AI group will spawn, select a target, and move toward it automatically.
⚙️ Configurable Attributes Explained

Here’s a breakdown of each configuration field and its effect:

AttributeDescription

m_eGroupType

Defines the type of group to spawn (e.g., Fireteam, Squad).

m_bPickRandomGroupType

Randomly selects a group type on spawn.

m_isGroupUpdate

Enables dynamic group change after X respawns.

m_iGroupUpdateRate

Number of respawns before group type is updated.

m_iRespawnPeriod

Time (in seconds) before the group respawns. 0 = no respawn.

m_fAILimitThreshold

Prevents spawning if too many AIs already exist globally (as ratio).

m_iNum

Number of groups to spawn at once.

m_eTargetType

Defines the AI’s target type: MainTarget, EnemyMainTarget, Base, CapturePoint, or Player.

m_fTargetRange

Maximum distance to target to allow spawn.

m_sTargetFactionKey

Key of the enemy faction (e.g., "USSR") for target logic.

m_iTargetUpdateTimeout

Time interval (ms) between target updates.

m_iWaypointUpdateTimeout

Time interval (ms) between waypoint recalculations.

m_fDespawnRange

If no players are within this range, AI will despawn.

m_fSpawnProtectRange

Prevents AI from spawning too close to players.

SpawnProtect

Enable/disable spawn protection behavior.

dynamicDespawn

Despawn AI when players are far away.

spawnOnlyNearest

Only spawn if this base is closest to the current target.

m_iPlayer

Number of players required to allow spawn.

m_sNoSpawnFactionKey

Disables spawn if nearest base belongs to this faction.

m_sSpawnOnlyFactionKey

Enables spawn only if nearest base belongs to this faction.

m_bShowMarker

Show map marker for the AI group.

m_bShowToEveryone

Make the marker visible to all factions.

🧪 AI Behavior
  • AI group dynamically updates its waypoint to the selected target type.
  • Skill level is scaled depending on the number of players online.
  • If no valid target is found or conditions are unmet (e.g., players too close), the group will not spawn.
  • Waypoint and group are updated live based on real-time campaign state.


2. How to Use the Autonomous Capture Spawn Point with Vehicle

The IPC_AutonomousCaptureSpawnPointWithVehicle prefab works just like the standard version, but includes vehicle support. AI groups will spawn with vehicles and automatically mount them before moving to their objective.

🧱 Setup Instructions
  1. Place the prefab in the World Editor, same as the non-vehicle version.
  2. Ensure the faction is correctly assigned with a SCR_FactionAffiliationComponent.
  3. Define which vehicle to use for each group type.
  4. AI groups will:
    • Spawn next to the vehicle
    • Mount it using the provided "Get In" waypoint
    • Move toward the target (main objective, base, or enemy unit)
⚙️ Additional Configurable Attributes

This prefab inherits all options from IPC_AutonomousCaptureSpawnPointComponent and adds vehicle-specific settings:

AttributeDescription

m_sVehicle_TeamSentry

Prefab for vehicle used by TEAM_SENTRY group.

m_sVehicle_TeamMG

Prefab for vehicle used by TEAM_MG group.

m_sVehicle_TeamAT

Prefab for vehicle used by TEAM_AT group.

m_sVehicle_Fireteam

Prefab for vehicle used by FIRETEAM group.

m_sVehicle_SquadRifle

Prefab for vehicle used by SQUAD_RIFLE group.

m_sGetInWaypointPrefab

Waypoint prefab used by AI to mount the vehicle after spawn.

💡 Each group type can have its own vehicle. If no vehicle is defined for the type, the AI will behave like a normal foot patrol.

🛠️ Vehicle Behavior Logic
  • Vehicles are spawned only once per patrol group.
  • If the patrol despawns (e.g., no players nearby), the vehicle is also automatically removed.
  • The waypoint used makes sure AI gets inside the vehicle before moving.
  • Marker icon will change to motorized if the patrol includes a vehicle.
🔁 Integration with Existing Systems

This prefab is fully compatible with:

  • Dynamic despawn/spawn
  • Player proximity settings
  • Faction-based filtering
  • Marker visibility options
  • Target type options (MainTarget, Base, etc.)


3. How to Use the Autonomous Capture Spawn Point with Mortar

The IPC_MortarSpawnPoint prefab is a special variant that deploys AI groups operating mortar positions. It enables indirect fire support targeting enemy factions dynamically during gameplay. Ideal for adding long-range artillery threats in Conflict scenarios.

🧱 Setup Instructions
  1. Place the prefab in the World Editor, with a SCR_FactionAffiliationComponent for correct faction assignment.
  2. Define the mortar composition prefab, "Get In" waypoint, and artillery support waypoint in the entity attributes.
  3. On activation:
    • The mortar composition is spawned at the prefab’s location.
    • An AI group is created and tasked with launching periodic artillery attacks toward a valid enemy objective.
⚙️ Additional Configurable Attributes

Inherits all settings from IPC_AutonomousCaptureSpawnPointComponent, plus the following mortar-specific options:

AttributeDescription

m_sMortar

Mortar prefab to be spawned (e.g. MortarPlacement_S_USSR_01).

m_sGetInWaypointPrefab

Waypoint for AI to enter the mortar (typically AIWaypoint_GetInNearest).

m_sArtillerySupportWaypointPrefab

Waypoint to handle firing behavior (typically AIWaypoint_ArtillerySupport).

m_iShots

Number of mortar rounds per firing session (-1 = infinite, recommended: 5–10).

m_iMortarTimeout

Time between two fire waves (milliseconds).

m_fmaxRange

Max distance for randomizing target position (meters).

🧪 Mortar Behavior
  • Mortars will fire at enemy positions dynamically based on the configured target type:
    • Main target
    • Enemy base
    • Player proximity
  • If players from the target faction are detected near the objective, a strike is called.
  • Mortars will respect dynamic despawn logic if players move away or the group is wiped.
  • After firing, AI waits based on m_iMortarTimeout before engaging again.
📍 Example Use Case

You want to simulate indirect fire support behind a frontline. Set:

  • TargetType: EnemyMainTarget
  • Shots: 8
  • Timeout: 90000 (90 seconds)
  • MaxRange: 30
  • Mortar prefab: USSR or US artillery placement

The AI will fire 8 rounds on the enemy’s main objective every 90 seconds if within range.