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Ramius

How does the AI act in MP?

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I would like to know how the AI is acting in the multiplayer missions (full version, not DEMO)?

I ask this because when playing the CTF (demo), the AI just tries to walk to the enemy's flag position. OK, they do take cover and use some form of tactic to get there unharmed or unseen, but I've never seen them jump in a jeep or heli, never seen them even taking the enemy's flag and running back.

I'm a real fan of OFP and have bought each expansion they brought out, but I must refer for this topic to UT. In UT the AI knows what it has to do according to the type of MP-map you're playing on. I understand UT is definitely not AA according to gameplay and target-audience, but it would be nice to see that the AI in AA is understanding the point of the MP-mission and acts accordingly (some go for the flag, some defend, some take good coverage positions, etc.). That way they would be more useful when implemented in MP-mission, not only cannon-meat or obstacles for the human player.

I really hope it's possible to enhance the AI so that they're capable of at least fulfulling the MP-mission. And sometimes I prefer to play against AI only, not only to study the layout of the mission, but especially after a night of playing AA on the net, where it seemed that teamwork is a myth, honesty means killing team-members on purpose and cheating in some form of way is the new rage. I am sure some of you will understand what I'm talking about.

Anyway, your comments are appreciated smile_o.gif

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The AI won't jump in a random vehicle by default to reach their destination, but it's possible through scripting to make them do this. Most people don't play CTF against the AI though, so the chances of someone taking the time to script this kind of behavior for the AI is small...

The AI taking on different roles as defense, offense, etc is another thing that is not hard coded into the game but which is possible through scripting. Since there is no "set" gameplay type in ArmA (the sky is the limit) this would be pretty much impossible to hard-code into the game...

A good example of scripted roles would be MFCTI for OFP. One could easily set roles for the AI (whether it be defense, seek and destroy, take towns, etc) at the push of a few buttons and a few clicks of the mouse...

It's most definitely possible to enhance the AI through scripting, but the only solution the deadbeat human players that plague all multiplayer games would be to play with people you know on a private server. There seems to be a lot of this going on (private servers) so I don't think it would be too hard for you to find a group of players suited to your playing style...

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Thanks for your reply.

I'm sure there will be some scripting activity ones the final European versions are launched and hopefully soon after that America. Can't really say I can add alot on that point as my programming or scripting talents are pretty much an embarresment, but I'll try my best to catch up as time and brains alow tounge2.gif. Too bad I'll have to wait till the end of March before I can buy the full version, life is a bit too busy at the moment to give priority to that, but the sparse moments left will be dedicated at this time to the demo.

Anyhow more comments regarding people's experience of the AI in the different MP-battles would be an interesting read for me.

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AI rofl.gif

Well i think the AI of ArmA is one of the stupide's AI i ever saw!

Sometimes they don't react to Gunfire and very very often, when they hear Gunfire they just sit down to the ground and do nothing...

Very often i was standing 3 meters away from a Enemy AI Soldier i aimed on his Head waited for just 20 or 30 sec. longer and than i shoot him... He did not noticed me! crazy_o.gif

Man that's no AI that's just Crap. ( So far!! ) wink_o.gif ( Sorry )

Wait till Group Link is released inlove.gif than you will Play vs Genius AI.

I have really no clue why BIS did not use Grouplink as default for ArmA....

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