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_AutonomousCaptureSpawnPointin 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
m_eGroupTypeDefines the type of group to spawn (e.g., Fireteam, Squad).
m_bPickRandomGroupTypeRandomly selects a group type on spawn.
m_isGroupUpdateEnables dynamic group change after X respawns.
m_iGroupUpdateRateNumber of respawns before group type is updated.
m_iRespawnPeriodTime (in seconds) before the group respawns.
0 = no respawn.
m_fAILimitThresholdPrevents spawning if too many AIs already exist globally (as ratio).
m_iNumNumber of groups to spawn at once.
m_eTargetTypeDefines the AI’s target type:
MainTarget,
EnemyMainTarget,
Base,
CapturePoint, or
Player.
m_fTargetRangeMaximum distance to target to allow spawn.
m_sTargetFactionKeyKey of the enemy faction (e.g., "USSR") for target logic.
m_iTargetUpdateTimeoutTime interval (ms) between target updates.
m_iWaypointUpdateTimeoutTime interval (ms) between waypoint recalculations.
m_fDespawnRangeIf no players are within this range, AI will despawn.
m_fSpawnProtectRangePrevents AI from spawning too close to players.
SpawnProtectEnable/disable spawn protection behavior.
dynamicDespawnDespawn AI when players are far away.
spawnOnlyNearestOnly spawn if this base is closest to the current target.
m_iPlayerNumber of players required to allow spawn.
m_sNoSpawnFactionKeyDisables spawn if nearest base belongs to this faction.
m_sSpawnOnlyFactionKeyEnables spawn only if nearest base belongs to this faction.
m_bShowMarkerShow map marker for the AI group.
m_bShowToEveryoneMake 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_AutonomousCaptureSpawnPointWithVehicleprefab 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_AutonomousCaptureSpawnPointComponentand adds vehicle-specific settings:
Attribute Description
m_sVehicle_TeamSentryPrefab for vehicle used by
SpecialTEAM_SENTRY
thanksgroup.
m_sVehicle_TeamMGPrefab for vehicle used by
TEAM_MG
group.
m_sVehicle_TeamATPrefab for vehicle used by
TEAM_AT
group.
m_sVehicle_FireteamPrefab for vehicle used by
FIRETEAM
group.
m_sVehicle_SquadRiflePrefab for vehicle used by
SQUAD_RIFLE
group.
m_sGetInWaypointPrefabWaypoint 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
Ben,thereaMarigold,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_MortarSpawnPointprefab 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
IPCentityteam.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 (
= infinite, recommended: 5–10). |
| 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.