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AI Mods And Pathfinding Reference
Source anchors:
docs/design/AI-MODS-AND-PATHFINDING.md,docs/design/SLX-AI-STEERING-TRIAL-RUNBOOK.md,server-config/hc_launch.cmd,server-config/hc2_launch.cmd,server-config/README.md, and current Build84 source atorigin/claude/build84-cmdcon36@5fca3239069a5eff6335f06fecb26bb72e8c9ceb. Wiki-only lane 319; no mission source, server config, package artifact, deploy, or live server state changed.
This page is the server/headless-client decision guide for AI enhancement mods and pathfinding limits in WASP. It is not a player optional-mod page; player-side sound, visual and HUD mods live in Optional client mods guide.
| Question | Answer |
|---|---|
| Should WASP add ASR AI? | No new add is needed. ASR AI is already bundled in @adwasp; the important question is whether the HCs load that same mod line. |
Do the current versioned HC launch files load @adwasp? |
Yes. Both server-config/hc_launch.cmd and server-config/hc2_launch.cmd include @CBA_CO;@adwasp;@admkswf. Re-read the live box before any ops change. |
| Do classic A2 AI mods fix fixed-wing landing? | No. Fixed-wing landing is map airfield/ILS configuration and engine behavior, not something ASR/Zeus/GL4/SLX can reliably fix. |
| What is the only mod trial worth considering first? | Isolated SLX_AI_Steering.pbo, and only after confirming the HC mod line and soaking ASR-on-HC alone. |
| What should be rejected for the warfare mission? | GL4, UPSMON, DAC, WW AICover, Zeus AI as an extra layer, and full SLX/COSLX bundles because they fight the commander-team driver or duplicate existing ASR behavior. |
WASP's AICOM combat teams are created and driven where they are local, which is normally the headless client. AI mods that change skill, danger FSMs or behavior only affect AI local to the machine that loads them.
That makes the HC -mod line load-bearing. The Build84 server-config snapshot has both HCs launching with:
C:\Program Files (x86)\Steam\steamapps\common\Arma 2;expansion;@CBA_CO;@adwasp;@admkswf
This means the versioned config already carries the same ASR-bearing @adwasp stack to the HCs. Do not remove @adwasp from HC launch lines, and keep @CBA_CO before @adwasp.
Operational gate: before any live mod trial, re-read C:\WASP\hc_launch.cmd and the HC2 launcher on the box. If the live box differs from the versioned config, fix or explain that drift before adding any new mod.
ASR AI is already part of WASP through @adwasp. It improves infantry skill/spotting/suppression behavior and is userconfig-tunable, but it does not solve aircraft pathfinding.
There is one naming discrepancy to keep visible: the source design note says the bundled build was labelled asr_ai3 / ASR AI 3, while Arma 2 OA's era-valid line is asr_ai 1.16.x. Before changing ASR config or packaging, inspect @adwasp\addons and confirm whether the actual PBO names are asr_ai_*.pbo or asr_ai3_*.pbo. Only OA 1.64-valid content belongs on the live box.
| Mod / family | Decision | Reason |
|---|---|---|
| GL4 | Reject | It injects reinforcement, flank and group-retask behavior. That fights the commander-team driver. |
| UPSMON | Reject for AICOM teams | It owns patrol/garrison waypoints and is a poor fit for HC-created commander teams. |
| DAC 3 | Reject for main warfare AICOM | DAC is good when it owns its own scenario groups; it is wrong as a second spawner/tasker inside CTI commander logic. |
| WW AICover | Reject | Threat-withdraw behavior can pull attacking teams off objectives. |
| Zeus AI | Reject as an extra layer | It overlaps ASR and adds more behavior-heavy cover/CQB movement. |
| Full SLX/COSLX | Reject | Group-link/tasking components fight the commander driver and the source notes warn the full bundle can harm air/UAV behavior. |
| Tiny dispersion/range tweaks | Skip | Redundant with ASR's skill/dispersion layer. |
The core rule: if a mod issues waypoints, re-tasks groups, withdraws squads or owns garrison/patrol behavior, it does not layer cleanly over WASP's AICOM driver.
The only first mod trial worth preserving is isolated SLX_AI_Steering.pbo.
Why it is special:
- It is the only mined A2-era component with a direct "less crashing" aircraft/vehicle handling claim.
- The claim is not controlled proof, so it must be treated as an experiment.
- It must be isolated from the full SLX/COSLX bundle.
- It must be loaded on both server and HCs if tested, because the relevant AI is HC-local.
Use the SLX AI Steering isolated-PBO trial runbook as the operator checklist. The gate is strict: first confirm the live HC mod line, then soak the existing ASR-on-HC posture alone, then test only the isolated steering PBO if there is still a measured aircraft problem to chase.
Classic A2 OA aircraft AI has hard engine limits:
| Limit | Practical impact |
|---|---|
| Fixed-wing landing needs map-configured airfields / ILS | A plane cannot reliably land just because a script wants it to. No terrain airfield config means crash, circle or bad approach behavior. |
flyInHeight is terrain-relative and weak for planes on OA 1.64 |
It helps helicopters much more than fixed-wing. Planes need safer waypoint/loiter design, not faith in altitude commands. |
| Aircraft fly near-straight waypoint legs with weak obstacle avoidance | Low legs, tight loiters and terrain ridges cause crash-into-terrain problems. |
| Grouped aircraft bunch up | Use single-hull air groups and staggered routes rather than expecting the engine to maintain separation. |
Mission-side fixes are more realistic than addon fixes:
- Port the existing heli terrain guard to HC-local AICOM helicopters.
- Give fixed-wing teams larger loiter/strike patterns and avoid ground-style SAD behavior.
- Use map-aware altitude floors for Takistan and Zargabad terrain.
- Prefer fly-off-map/refund behavior over forced fixed-wing landings where no valid airfield config exists.
Before approving any AI mod or pathfinding lane:
- Confirm the live HC launcher includes
@CBA_CO;@adwasp;@admkswf. - Confirm actual ASR PBO names in
@adwasp\addons. - Ask whether the proposed mod changes skill/spotting only, or whether it issues movement/tasking.
- Reject anything that fights the commander-team driver.
- For aircraft, prefer mission-side route/loiter/terrain-guard changes over addon claims.
- If testing
SLX_AI_Steering, use only the isolated PBO and collect server plus both HC RPT evidence.
- AI, headless and performance - AI/HC gateway.
- Headless client scaling and topology - HC locality and delegation.
- Commander-team driver - owner of AICOM team movement and posture.
- Optional client mods guide - player-side sound/visual/HUD mods, separate from AI mods.
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- Shelved AICOM concepts - revivable someday ideas (owner-shelved 2026-07-03)
Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
- Agent context
- Agent collaboration protocol
- Agent worklog
- Agent worklog archive
- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
- Coordination board
- Codebase coverage ledger
- Bottleneck removal queue
- Current source status
- Wiki mirror reconciliation
- Navigation inventory
- Registers
- Agent orchestration
- Architecture
- Architecture overview
- Mission entrypoints and lifecycle
- Lifecycle wait chain
- Player join/disconnect and AntiStack lifecycle
- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
- Source inventory
- Content structure and maps
- Assets/config/localization/parameters
- Mission start parameters index
- Code and networking
- Gameplay systems
- Core systems index
- Gameplay systems atlas
- Commander/HQ lifecycle atlas
- Economy, towns and supply
- Economy system reference
- Balance asymmetries
- Anti-stack skill-balance mechanic
- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER Commissar Panel
- GUER air-defense loop (Ka-137/Mi-24)
- Upgrades and research atlas
- Supply mission architecture
- Supply mission authority cleanup
- Current supply helicopters PR1
- Respawn and death-loop lifecycle
- Vehicle theft economy pitch
- GUER tunnel network pitch
- Content, reference and catalogs
- Faction unit/vehicle roster catalog
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- Upgrade research (cross-faction)
- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
- AI squad team templates catalog
- Town AI lifecycle reference
- Town AI group composition catalog
- Class-skill system reference
- Player skill abilities reference
- Default gear template content catalog
- Chernarus map content reference
- Takistan map content reference
- Takistan features
- Takistan parity reference
- Takistan oilfields objective reference
- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
- Kill and score pipeline
- Waypoint helper function reference
- Position and proximity function reference
- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
- Supply missions (player guide)
- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
- Faction base structures catalog
- Counter-battery radar system
- Bank, Reserve and Artillery Radar structures
- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- AICOM logging & AICOMSTAT telemetry
- AICOMSTAT v2 event census
- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
- Client input/hotkey handler
- WASP base-repair system
- WASP DropRPG launcher/ordnance
- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
- Airfield-exclusive roster & unit hints
- Unit-camera spectator system
- Town-garrison patrol/defense worker
- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
- LoadoutManager build configs & defines
- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Headless client scaling and topology
- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
- Commander vote/reassignment
- Attack-wave authority
- Server runtime and operations
- Server ops runbook
- JIP enrollment & client data delivery (b74.2 lessons)
- Server gameplay runtime atlas
- PerformanceAuditAnalyzer
- Performance opportunity sweep
- Documentation plan
- Knowledge platform roadmap
- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- Developer history and upstream lessons
- Upstream Miksuu commit intel
- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index