AIB_Unleashed

Мод AIB_Unleashed для DayZ (дейз). Установлен на 2 серверах RiseOfServers. Ниже: серверы с модом и описание Workshop.

Мод AIB_Unleashed для DayZ (дейз). Установлен на 2 серверах RiseOfServers. Ниже: серверы с модом и описание Workshop.

AI Bandits Unleashed - V1 Ready for Testing

This is an addon for the AI Bandits mod. It does not replace it, it extends it.

AI Bandits is created by Hunterz with contributions from MarioE, Kamo, Sajid_Alfa, Nazzgy, and Waltari. All credit for the base AI system, pathfinding, spawning, group behavior, weapon handling, and NPC framework goes to them. Without their work, this addon would not exist. Full edit rights have been given to Hunterz for future AI Bandit updates.

AI Bandits Unleashed adds squad tactics, infected combat, grenade throwing, noise awareness, building awareness, stealth gameplay, door breaching, fire discipline, and morale. Requires AI Bandits loaded first. 250+ config settings.

Headshot a bandit without a helmet? Instant kill.
Fire unsuppressed near a patrol? The whole squad turns on you.
Hiding inside a building? They'll open the doors and breach with weapon raised.
Crouch-walking through town? 10% detection chance. Prone? Nearly invisible.
Sprinting past a patrol? 100% detection — plus they hear your footsteps.
Shoot behind a bandit hunting you? It hears the shot and redirects toward you.
Bullet damage? Zone-based hits with shock, bleeding, and distance falloff.
Player in grenade range? They throw whatever's in their loot pool.
Bad weather? Fog cuts their vision to 25%. Rain halves detection range.
Nighttime? Accuracy drops to 15% — but they still see flashlights at 150m.

Full README with every config field: included in mod folder


Squad Tactics

[*] Leader / Member System — Each squad has a leader who scans for threats, issues orders, and assigns targets. Leader dies? New one promoted from survivors
[*] Natural Formation — Members adjust walking speed based on distance to leader. Fall behind? Speed up. Too close? Ease off. Smooth transitions, no robotic start-stop
[*] Engagement Phases — Ambush volley → sustained fire → suppress-and-bound → hold-scan → combat hold → patrol
[*] Friendly Fire Check — Hold fire when squadmate is between shooter and target



Detection & Stealth

[*] Line of Sight — All detection uses visual-geometry raycasts with two-bone checks (Head + Pelvis). Both must be blocked. Bandits cannot see through walls, terrain, or buildings
[*] Stance-Based Detection — Sprint = 100%, erect run = 80%, erect walk = 40%, crouch run = 30%, crouch walk = 10%, prone = 2%, idle = 5%. Stealth is a real option
[*] Building Awareness — Bandits detect when a player is inside a building. 70% detection penalty when the bandit is outside and the player is inside. Both indoors? Normal detection
[*] Vision Cone — 140° forward arc, 150m range. 8m proximity bypass (still requires LOS)
[*] Combat Pursuit — Bandits crouch when chasing a player they've lost line of sight on, reducing their exposure through windows and from elevated positions
[*] Night Handicap — Accuracy 15%, detection 15% at night. Flashlights detectable at 150m (requires LOS)
[*] Weather Handicap — Fog cuts range to 25%, rain halves it. Wind degrades accuracy. All stacks with night and distance
[*] Distance Falloff — Detection probability drops with distance. Instant within 25m, then a curve down to 20% at max range. Aim time also scales — farther targets take longer to settle on
[*] Squad Alert — One member spots a player, the whole squad knows. Members with LOS get direct target. Others get last known position



Infected Combat

[*] Bandits Shoot Infected — Detect and engage within configurable range. Only members with infected nearby engage — no chasing across the map
[*] Hard Range Gate — Every code path checks infectedEngageMaxRange. Admin sets 10m? Nothing happens beyond 10m
[*] Infected Attack Bandits — Infected can target and melee bandits of any faction
[*] Gunfire Alerts Infected — Bandit shots generate noise via the engine noise system. Infected hear it and investigate



Doors & Buildings

[*] Door Detection — Bandits find doors by scanning the building's actual door configuration — not raycast guesswork. Works on every building type in DayZ
[*] Smart Filtering — Skips stove hatches, doors behind the bandit, and wreck buildings. Only opens the nearest closed door
[*] Combat Breach — During player combat, bandits breach with weapon raised and rush through the doorway for 3 seconds — no standing passively in the doorframe
[*] Breach Locked Doors — Configurable (off by default). When enabled, bandits unlock and open locked doors. When disabled, they abort and return to patrol
[*] Anti-Clip — Bandit steps back before opening to prevent clipping through the door



Grenades & Noise

[*] Grenade System — Bandits throw grenades from their DynamicAIB loot pool. M67, flashbang, RGD — whatever's configured. Cooldown and max per fight configurable
[*] Noise Reaction — Footsteps (25-30m), doors (25m), vehicle engines (250m), car horns (400m), melee (20m), voice chat (35-100m), explosions (400m), vanilla engine noise (eating, reloading). Each type has its own config range
[*] Combat Redirect — Bandits already in combat redirect toward gunshots and loud sounds behind them. Shooting behind a bandit that's hunting you makes it turn and pursue
[*] Investigation — Leader navigates the squad to the noise source. Members fan out around it. Hold position scanning for a few seconds, then return to patrol. Open doors en route



Combat Overhaul

[*] Damage Zones — Headshot no helmet = instant kill. Helmets block 70%, vests block 80%. All configurable
[*] Burst Fire — Distance-based profiles: close range rapid, long range deliberate. 5 range brackets from point blank to 120m+
[*] Finite Ammo — 150 rounds default. Conserves ammo at low count. Scavenges when dry, passive resupply over time
[*] Reaction Time — Skill-based delay before first shot. 0.2s fast, 0.45s slow
[*] Wounded — Below 20% HP: accuracy drops to 50%
[*] Predictive Aim — Lead shots based on target velocity



Death & Loot

[*] Loot Degradation — 15% destroy chance, 25% max damage to surviving items
[*] Post-Kill Heal — Bandits heal 15% after killing a player
[*] Loot Quantity — 3-8 items per bandit from DynamicAIB pool



Installation

[*] Subscribe to AI Bandits and this mod
[*] Add to -mod=: @AI_Bandits BEFORE @AIB_Unleashed
[*] Start server — config auto-generates at YourProfile/AIB_Unleashed/AIB_UL_Config.json
[*] Edit config, restart to apply



FAQ

[*] Bandits not shooting? Delete old config and restart
[*] No grenades? Check grenadeEnabled and grenade items in DynamicAIB loot pool
[*] Not reacting to noise? Check noiseReactionEnabled
[*] Detect me through walls? No — all visual detection requires line of sight. Sound goes through walls but only triggers investigation
[*] Detect me too easily? Crouch or go prone. Detection scales with stance. Also lower engageRangeMeters
[*] Missing fields? Delete config, restart for fresh defaults
[*] Helmets work? Yes — 70% damage reduction by default



Not authorized for reposting/repacking.

Источник: Steam Workshop

Серверы с этим модом