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l mandrake

Why doesn't AI use buildings?

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Arma2 is a huge improvement over Arma1 but...

...AI does not ever seem to make use of high positions, buildings, rooftops, chimneys, gantrys, etc.... which really leaves the feeling that something is missing in this otherwise great game IMO.

For example, Chernagorsk is an amazing combat location; filled with industrial buildings, rooftops, fantastic sniping/lookout points...but when you play a mission like Domination etc. you only ever see enemy soldiers at street level... so disappointing!

Surely if the AI is 'defending' a town, they would make damn sure they own all the high ground asap. And if they are 'searching' for enemy troops then it should be hardcoded into the AI that they move to high positions (ladders, stairs etc) in order to get a better tactical view of the area....

For me this lack of 'height' in combat is the biggest missing ingredient in Arma2 right now, please consider working on this for future patches. It seems Bis's artists have done such a wonderful job with cities like Chernagorsk, but the huge potential is just being wasted.....

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There were some missions in the campaign where AI soldiers were located in buildings, probably as the result of mission design. However, their indoor AI was incredibly stupid and unreactive, it reminded me of playing Delta Force 2 back in the day...

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Arma2 is a huge improvement over Arma1 but...

...AI does not ever seem to make use of high positions, buildings, rooftops, chimneys, gantrys, etc.... which really leaves the feeling that something is missing in this otherwise great game IMO.

For example, Chernagorsk is an amazing combat location; filled with industrial buildings, rooftops, fantastic sniping/lookout points...but when you play a mission like Domination etc. you only ever see enemy soldiers at street level... so disappointing!

Surely if the AI is 'defending' a town, they would make damn sure they own all the high ground asap. And if they are 'searching' for enemy troops then it should be hardcoded into the AI that they move to high positions (ladders, stairs etc) in order to get a better tactical view of the area....

For me this lack of 'height' in combat is the biggest missing ingredient in Arma2 right now, please consider working on this for future patches. It seems Bis's artists have done such a wonderful job with cities like Chernagorsk, but the huge potential is just being wasted.....

I think someone mentioned in the SLX release thread that thye got ambushed by a guy in a window so it might be worth taking a look at that and see if there is an improvement.

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They sometimes go on the ground floor, but they will only go upstairs if you put them there. OFP and Arma was the same way I think.

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Another thing is that BIS uses almost all buildings closed to simulate that "civilian" hiding in there. On the other hand I have a map and all buildings are entrable so AI uses them (for example making a shortcut through), but there are clipping issues and stuff like that must be fixed.

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whats SLX?

SLX is a mod, with a lot of gameplay addons, graphical and sound addons...

You should try it...=D

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There were mods for ArmA that had AI chasing you in buildings and climbing ladders and going onto roof tops etc. ECS was the 1 I used.

I remember 1 time the AI went onto a flat roof and dropped a nade on a fire team, took out the whole team we were amazed.

Probably a wast of time to implement it with ArmA2 not enough flat roofs and certainly not enough entrable buildings. Here is hoping for the expansion.

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A few times I was scared/surprised when enemies where layign down in buildings in some rooms, freaked me out hehe.

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I like to use HousePatrol script in my missions that I make when I'm feeling some close combat house to house stuff, but it's still buggy etc.

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hehe its all still bit buggy, binkowski :D, but your right the house patrol script

still have some probs.but is a great job! indeed the SLX-mod is a good way to puth enemy's in buildings, you can even place a new building that is open and they will get in it. and yes ,more buildings that are open and entrable are needed,

cya

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SLX sounds good, will give it a try. Does it allow AI to patrol buildings by themselves, or do you have to put them there?

What we need is a 'rooftop patrol script' that you can apply to a whole town, so AI snipers will automatically climb up to the highest rooftops and patrol these.

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with the SLX-mod all you have to do is puth a group off AI near a house or bunker and they will move to the closest building and occupied it, there is a limit to how many can enter the building,some will hold the doors(and ladders)

others will move inside and take position and some others go on to the roof!

some move around from time to time, and it works on almost any building,

more is explaind in SLX-tread -http://forums.bistudio.com/showthread.php?t=84968

cya

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SLX is a mod, with a lot of gameplay addons, graphical and sound addons...

You should try it...=D

I've tried that mod both on OFP and ArmA 1 but I didn't like it 'cause it made the game less realistic. For example: I had a sniper rifle and I started shooting enemies...killing 'em was almost impossible and I was shooting their head too! :eek:

However, there are things I liked: for example I liked when NPCs are under fire, they go prone and roll (so it's harder hitting 'em)...

Unluckily I've found more bugs, with this mod, in the single player campaign :\

I really hope BIS will improve AI: maybe (at last) they'll use buildings

with the SLX-mod all you have to do is puth a group off AI near a house or bunker and they will move to the closest building and occupied it, there is a limit to how many can enter the building,some will hold the doors(and ladders)

others will move inside and take position and some others go on to the roof!

some move around from time to time, and it works on almost any building,

more is explaind in SLX-tread -http://forums.bistudio.com/showthread.php?t=84968

cya

Wow, this looks like interesting...can you tell me if in ArmA 2 too it makes the campaign "buggy" (some scripts don't work and so on)?

Edited by otreblA_SNAKE_[ITA]

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hmm the slx mod thread has no working download link....

---------- Post added at 01:20 PM ---------- Previous post was at 01:19 PM ----------

nm found it ;)

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