model 101 0 Posted February 26, 2007 Any significant improvments over ofp? like veichle handling combat initiative etc. It was very tedious when your squad ran low on ammo and you had to go through like 50 menues just to get them to pick up some more. Or when the AI wouldent drive in a straight line when you were in a hurry to a waypoint. Im really looking forward to Arma as i love ofp. If there is some AI improvements im even more hyped. Share this post Link to post Share on other sites
Cato 0 Posted February 26, 2007 not really ai is the same or posibly worse... Share this post Link to post Share on other sites
evilnate 0 Posted February 27, 2007 In my experience, the stock 1.02 AI isn't good. However, BIS said they would improve AI behavior in the next patch (1.05). Also with the new FSM editing, I think arma might have the best AI potential in a year or so after all the tools are released. Until then, the user Kronzky made a urban patrol script that allows you to make or play missions that have improved AI. Share this post Link to post Share on other sites
max power 21 Posted February 27, 2007 In the demo the AI seem stupid in some circumstances but much smarter in others. I don't think it's worse. They seem a little more aggressive. They seem smart enough in the Coop game, but they do tend to get hung up on fences and such in CTI. Share this post Link to post Share on other sites
Allenn 0 Posted February 27, 2007 I think i heard somewhere that AI is affected by how well ur PC runs the game. im not sure. Share this post Link to post Share on other sites
Luciano 0 Posted February 27, 2007 Thats not true, the AI isn't affected by how well your PC runs ARMA. It doesn't make any sense. In my experience, they're about the same. Share this post Link to post Share on other sites
wamingo 1 Posted February 27, 2007 I feel I've seen ai go pick stuff up randomly, but I'm not sure... maybe it was just a wet dream... Haven't played enough to really tell. AI leaders will tell ai and players to go pick stuff up at a location, but I think for the rearm to work it needs to be of the same ammo. They don't seem exchange an m4 for an AK for instance. They'll pick up grenades though. But if you're leader there's a new option under Action called "Gear" where they will go (I think) to the nearest ammo or weapon dump/body and once they reach it you get the a similar window to the one you use when you pick up gear, instead it'll be for the ai. So, not an independent ai thing, but I suppose not half bad either. It's a lot faster than going through the Action menu listing several times anyway. Share this post Link to post Share on other sites
jackass888 0 Posted February 27, 2007 ai is supposed to get dumber if the cpu is at its limits... but that i read on cpu adverdisment Anyway they are a bit better than ofp-s but still need a lot of optimising. Share this post Link to post Share on other sites
fabrizio_t 58 Posted February 27, 2007 AI has a critical flaw in spotting behaviour. This is confirmed and is going to be adressed by Suma. There are several other "weak" areas, including pathfinding and cover usage. Problems still apply to v1.04 and i bet mostly will exists also in v1.05. AI bugs thread Reference: "Please fix the AI" thread Major Bugs/Issues: Issues with spotting & movement AI suicidal behaviour Spotting bug Check the BTS for a complete list of the issues/bugs: http://bugs.armed-assault.net/view_all_bug_page.php Share this post Link to post Share on other sites
max power 21 Posted February 27, 2007 (Luciano @ Feb. 27 2007,02:44) said: Thats not true, the AI isn't affected by how well your PC runs ARMA. It doesn't make any sense.In my experience, they're about the same. One of the developers has stated that it matters on these forums. Share this post Link to post Share on other sites
sluggCDN 0 Posted February 27, 2007 I didn't play ArmA campaign or SP missions. Instead I dug out the ArmA version of MFCTI and played against AI opponent. I was really surprised by AI behaviour. Of course bots are no campers. But they don't seem to be always running in a suicidal charge either. They do exhibit proper formation / fire movement. They would outflank you or suppress and close the distance with you. I played MFCTI online with my buddies who have at least 5 years of OFP experience and would consider themselves absolute vets. And even they were scratching their heads - kept on respawning over and over again. As anything in this game AI behaviour has to be customized in settings if you really want to be challenged. In Difficulty control panel AI intellegence has to be set to "custom" (maximum, 1.0 setting). Then you'll get the most out of it. But then again I saw many times an APC being engaged by AI with a hand gun. Good thing AI doesn't do the same with tanks. Can't wait for 1.05 patch. BTW is it me or isn't it supposed to be out already. Today is Feb.27th. Only one day left in the month of February. C'mon, BIS, don't f**k this up! It was promised by the end of February, I can't believe they are leaving it till the last day!!! Share this post Link to post Share on other sites
icebreakr 3159 Posted February 27, 2007 There are already scripts out there (like Krontzky's Urban Patrol Script) and patch 1.05 will bring new AI as devs already confirmed. AI can really shine sometimes, i saw a miner soldier that he crawled near the BLUFOR patrol, set a charge and run away to blow them up and AI can enter the buildings and suprise you there from the rooftop... Share this post Link to post Share on other sites
Frans 0 Posted February 27, 2007 At some point in the campaign I noticed my medic was missing. Turned out he was helping a wounded civilian a few hundred meters back. Share this post Link to post Share on other sites
MamiyaOtaru 1 Posted February 27, 2007 It is improving, and it sounds like it will continue to do so. It;s not all peaches though. I mentioned on another thread that newly in 1.04 the presence of helicopters causes infantry to take shelter at gas stations. Blow it up = easy 10+ kills. http://img215.imageshack.us/my.php?image=gasstationpz6.jpg They run there, ignoring other buildings along the way which would offer much better shelter. They seem quite keen on camping in a building that's easy to destroy with an M2 The idea is nice, better building choice would be cool. Share this post Link to post Share on other sites