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_FactionAffiliationComponentset 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:
| Attribute | Description |
|---|---|
| Defines the type of group to spawn (e.g., Fireteam, Squad). |
| Randomly selects a group type on spawn. |
| Enables dynamic group change after X respawns. |
| Number of respawns before group type is updated. |
| Time (in seconds) before the group respawns. |
| Prevents spawning if too many AIs already exist globally (as ratio). |
| Number of groups to spawn at once. |
| Defines the AI’s target type: |
| Maximum distance to target to allow spawn. |
| Key of the enemy faction (e.g., "USSR") for target logic. |
| Time interval (ms) between target updates. |
| Time interval (ms) between waypoint recalculations. |
| If no players are within this range, AI will despawn. |
| Prevents AI from spawning too close to players. |
| Enable/disable spawn protection behavior. |
| Despawn AI when players are far away. |
| Only spawn if this base is closest to the current target. |
| Number of players required to allow spawn. |
| Disables spawn if nearest base belongs to this faction. |
| Enables spawn only if nearest base belongs to this faction. |
| Show map marker for the AI group. |
| 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
- Place the prefab in the World Editor, same as the non-vehicle version.
- Ensure the faction is correctly assigned with a
SCR_FactionAffiliationComponent. - Define which vehicle to use for each group type.
- 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:
| Attribute | Description |
|---|---|
| Prefab for vehicle used by TEAM_SENTRY group. |
| Prefab for vehicle used by TEAM_MG group. |
| Prefab for vehicle used by TEAM_AT group. |
| Prefab for vehicle used by FIRETEAM group. |
| Prefab for vehicle used by SQUAD_RIFLE group. |
| 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
- Place the prefab in the World Editor, with a
SCR_FactionAffiliationComponentfor correct faction assignment. - Define the mortar composition prefab, "Get In" waypoint, and artillery support waypoint in the entity attributes.
- 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:
| Attribute | Description |
|---|---|
| Mortar prefab to be spawned (e.g. |
| Waypoint for AI to enter the mortar (typically |
| Waypoint to handle firing behavior (typically |
| Number of mortar rounds per firing session ( |
| Time between two fire waves (milliseconds). |
| 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_iMortarTimeoutbefore engaging again.
📍 Example Use Case
You want to simulate indirect fire support behind a frontline. Set:
TargetType:EnemyMainTargetShots: 8Timeout: 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.
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