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Sneakson

Spicing up the AI?

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Hey, in the editor when you create AI soldiers they just stand there and do nothing. Even when shot they won’t move and after losing sight of you they won’t do anything to chase you down. Is there any way to make the AI randomly walk around, turn around every now and then and make them more reactive in combat?

I like to start up the editor, spawn some random enemies with random radiuses and sneak around trying to shoot them all however it does get dull so now I’m considering extending this mission a bit by adding custom equipment and a debriefing score screen at the end but unless I can spice up the AI I don’t know if it will be worth all the trouble.

Thanks!

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Dismissed waypoint with behaviour of safe makes them walk around randomly, which ends when combat start. So a dismissed waypoint followed by a guard or sentry waypoint should do the trick most of the time.

If you want to try something a bit more difficult to set up, you can also try DAC. (Just google/search it here)

Edited by NeMeSiS

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Make them patrol around randomly. Just put waypoints around, say, some objective and give each waypoint a radius of placement (all done in waypoint's interface) and set each waypoint to seek and destroy and then make the last waypoint CYCLE to make them repeat the general route. Voila you have guys patrolling the area in a more unpredictable fashion with very minimal effort.

Additionally you can also set AI behavior to SAFE and speed to LIMITED for a chillaxed patrolling.

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Yeah, but I'm afraid having a ton of soldiers constantly and obsessively walking all over the place without resting would be nearly as strange as them just standing there like signposts.

Some script that make that act like any other AI soldier in any other game would be nice eventually and a must if the devs want editing to catch on with casual players.

Oh but the combat AI really is my main problem.

I've made a couple of maps with nicely spaced out soldiers in villages and patrolling sentries but they too ended up playing like shit because all the AI does when shot at is drop to the ground and if that means they can't see you anymore they will do nothing but lie there indefinitely.

I sure hope a lot of work gets put into the AI eventually.

Edited by Sneakson

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Yeah, but I'm afraid having a ton of soldiers constantly and obsessively walking all over the place without resting would be nearly as strange as them just standing there like signposts.

Some script that make that act like any other AI soldier in any other game would be nice eventually and a must if the devs want editing to catch on with casual players.

Oh but the combat AI really is my main problem.

I've made a couple of maps with nicely spaced out soldiers in villages and patrolling sentries but they too ended up playing like shit because all the AI does when shot at is drop to the ground and if that means they can't see you anymore they will do nothing but lie there indefinitely.

I sure hope a lot of work gets put into the AI eventually.

This is where kronzky's UPS (Urban Patrol Script) and the later UPSMON script came in handy for ArmA2. They were both updated to work in ArmA3. But unfortunately after a recent update Bohemina removed the setvehicleint and especially the processInitCommands which broke both UPS and UPSMON. These scripts were widely used by mission developers because they were so good.

Guess we have to wait for these to be fixed/updated to work with latest ArmA3. Perhaps development on these two fabulous scripts have been halted in case new updates break any changes made to these.

That's the price of Alpha.

Checkout the UPS thread for ArmA3 here

Checkout the UPSMON Thread for ArmA3 here

Edited by Beerkan
added the UPS & UPSMON threads

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Oh but the combat AI really is my main problem.

I've made a couple of maps with nicely spaced out soldiers in villages and patrolling sentries but they too ended up playing like shit because all the AI does when shot at is drop to the ground and if that means they can't see you anymore they will do nothing but lie there indefinitely.

I sure hope a lot of work gets put into the AI eventually.

Hey, the ai will not move if there is a threat, that makes sense, so if AI are not continuing on to waypoint there's a good chance there's enemy AI somewhere in the region, also as mentioned before try using a mixture of guarded by triggers with guard waypoints, use most of the options in the waypoint dialog box to mix it up a bit, be careful of using stealth as groups with this behaviour may take forever to get anywhere, don't place groups to close to where the action will be, place them further out and let them move into the areas naturally. Spread group distances so that you don't just end up with one large shoot out.

All I do is make simple missions like so in the editor and have had a blast with some very good gameplay, the ai in my opinion are very good, not perfect but they are quite aggressive and seem to make better decisions in battle.

Edited by Katipo66

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Make sure you go to game options and select "super ai". Without it, they can be 100 meters away walking straight toward you and nothing happens. they don't see you. SuperAI sounds like what you are looking for. Hell, if I get seen by 1 AI, then other AI in other groups even, start hunting me down.

The new AI are blood thirsty killers.

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Make sure you go to game options and select "super ai". Without it, they can be 100 meters away walking straight toward you and nothing happens. they don't see you. SuperAI sounds like what you are looking for. Hell, if I get seen by 1 AI, then other AI in other groups even, start hunting me down.

The new AI are blood thirsty killers.

Does superAI parameter increase further the skill and so "precision" and aiming speed of AIs ? or Is it only an information sharing among their group , and ONLY THAT ? it could be interesting to test it

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Make sure you go to game options and select "super ai". Without it, they can be 100 meters away walking straight toward you and nothing happens. they don't see you. SuperAI sounds like what you are looking for. Hell, if I get seen by 1 AI, then other AI in other groups even, start hunting me down.

The new AI are blood thirsty killers.

I do believe I'm playing Elite with Super AI at all times yes and the AI does see me but can't hear me very well and whenever they see me they will just stand in that exact location and make no attempt whatsoever to ever chase after me.

But I'm pretty sure it will be solved either when we hit beta, retail or mods.

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You can also run Arma 3 with the @asr_ai mod (http://arma-sr.bzbit.com/) which drastically improves the AI behaviour. Combine that with Twisted's post with BIS_fnc_TaskPatrol or this: http://community.bistudio.com/wiki/BIS_fnc_taskDefend and you've got decent AI without a lot of work.

Outside of that DAC is great however very complicated for new users.

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