I have a mod that exemplifies the issue: https://github.com/da-ding/wacky-reforger-royale, with dependency https://github.com/da-ding/reforger-shared-utils, containing the following changes.
2 levels of custom prefab for AI:
```
SCR_ChimeraCharacter : "{98EB9CDD85B8C92C}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_Unarmed.et" {
ID "528AED06AB0ECD29"
components {
AIControlComponent "{520EA1D2DB109F34}" {
components {
AICharacterMovementComponent "{520EA1D2DB109F01}" {
ObstacleAvoidance 1
}
PerceptionComponent "{54A2CBC75F06064B}" {
SensorsList {
EarsSensor "{520EA1D2DB109AA9}" {
HearingDistance 50
}
}
}
SCR_AICombatComponent "{55A2C9BE343B2EA1}" {
m_eAISkillDefault EXPERT
}
}
}
BaseWeaponManagerComponent "{520EA1D2F659CE5D}" {
DefaultWeaponIndex 2
}
CharacterWeaponSlotComponent "{520EA1D2F659CFDC}" {
WeaponTemplate "{C0F7DD85A86B2900}Prefabs/Weapons/Handguns/PM/Handgun_PM.et"
}
SCR_InventoryStorageManagerComponent "{520EA1D2DB118DE5}" {
InitialInventoryItems {
ItemsInitConfigurationItem "{54A4D05608012D36}" {
PrefabsToSpawn {
""
}
}
ItemsInitConfigurationItem "{56607B902B535037}" {
PrefabsToSpawn {
"{13772C903CB5E4F7}Prefabs/Items/Equipment/Maps/PaperMap_01_folded.et" "{E1A5D4B878AA8980}Prefabs/Items/Equipment/Radios/Radio_R148.et"
}
}
ItemsInitConfigurationItem "{5888EBE3A98AF2CB}" {
PrefabsToSpawn {
}
}
}
}
}
coords 11023.155 26.243 11664.993
}
```
```
SCR_AIGroup : "{CB58D90EA14430AD}Prefabs/Groups/OPFOR/Group_USSR_SentryTeam.et" {
ID "0000000000000001"
AIGroupMovementComponent "{55C4E4E28D6EA047}" {
ObstacleAvoidance 1
}
components {
AIGroupSteeringComponent "{55C4E4E29127F05A}" {
"Max Distance to Path" 5
}
SCR_AIConfigComponent "{512CC1759AE69D6D}" {
m_Skill 0.725
}
}
DangerEventRange 250
DynamicSim_Lod1_distance 1200
m_aUnitPrefabSlots {
"{6A4D671F9F9A0D18}Prefabs/Characters/Factions/OPFOR/USSRArmy/Character_USSR_Pistol_WRR.et" "{6A4D671F9F9A0D18}Prefabs/Characters/Factions/OPFOR/USSRArmy/Character_USSR_Pistol_WRR.et" "{6A4D671F9F9A0D18}Prefabs/Characters/Factions/OPFOR/USSRArmy/Character_USSR_Pistol_WRR.et"
}
}
```
Add to character group:
```
SCR_AIGroup : "{CB58D90EA14430AD}Prefabs/Groups/OPFOR/Group_USSR_SentryTeam.et" {
ID "0000000000000001"
AIGroupMovementComponent "{55C4E4E28D6EA047}" {
ObstacleAvoidance 1
}
components {
AIGroupSteeringComponent "{55C4E4E29127F05A}" {
"Max Distance to Path" 5
}
SCR_AIConfigComponent "{512CC1759AE69D6D}" {
m_Skill 0.725
}
}
DangerEventRange 600
DynamicSim_Lod1_distance 1200
m_aUnitPrefabSlots {
"{6A4D671F9F9A0D18}Prefabs/Characters/Factions/OPFOR/USSRArmy/Character_USSR_Pistol_WRR.et" "{6A4D671F9F9A0D18}Prefabs/Characters/Factions/OPFOR/USSRArmy/Character_USSR_Pistol_WRR.et" "{6A4D671F9F9A0D18}Prefabs/Characters/Factions/OPFOR/USSRArmy/Character_USSR_Pistol_WRR.et"
}
}
```
US version similarly constructed.
In the workbench, create a scenario with these groups and place them together. In GameMaster mode, fly a few hundred metres away. Watch the "battle" for a while. Move in closer, at some point they should suddenly start shooting, and one team will all die after not too long.