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Black1ron

Indoor AI

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By now, anyone who has played this game has noticed that AI refuse to even go NEAR the interior of a building. I walk inside one, they take up positions somewhere random outside. I'm wondering if it's an error or if they plan on implementing indoors combat? They refuse to go in a courtyard, for God's sake!

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You can command them inside of buildings on predefined positions with single move commands for every soldier. They should attack enemies inside the building on the way to that position but all the positions are meant to be an advantage for a battle going on on the outside of a building.

Group Link 4 mod features a house search for enemy soldiers based on that positions.

At the moment the buildings are too small and empty for interesting game play indoors.

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I have seen AI walk into building interiors on two occasions, but in general it is best to assume that AI does not exist inside four walls. Hopefully Arrowhead, with its emphasis on urban combat, will fix this.

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My biggest hope for OA is that it finally legitimizes indoor firefight activity as well as proper use of windows both from indoor and out. This engine was not built for this type of combat but as warfare styles have changed to more and more guerilla type tactics, my hope is that BI will as well. How amazing would it be to enter a town where a group of insurgents have retreated, and have to worry about potshots coming from various windows and rooftops from an intelligent enemy.

I hope the interiors are wider in berth to better allow the AI to move about and the windows are standardized to match a well placed crouched enemy. I'm also hoping for some new functions ie. OccupiedHouse; EnterableHouse; so there is no more confusion with AI trying to clear random houses as well as seeking out buildings with no path LOD's. An AI meshblocker would be great as well to keep the AI from walking off rooftops and keep them away from fires and the like.

Heres hoping!

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My biggest hope for OA is that it finally legitimizes indoor firefight activity as well as proper use of windows both from indoor and out. This engine was not built for this type of combat but as warfare styles have changed to more and more guerilla type tactics, my hope is that BI will as well. How amazing would it be to enter a town where a group of insurgents have retreated, and have to worry about potshots coming from various windows and rooftops from an intelligent enemy.

I hope the interiors are wider in berth to better allow the AI to move about and the windows are standardized to match a well placed crouched enemy. I'm also hoping for some new functions ie. OccupiedHouse; EnterableHouse; so there is no more confusion with AI trying to clear random houses as well as seeking out buildings with no path LOD's. An AI meshblocker would be great as well to keep the AI from walking off rooftops and keep them away from fires and the like.

Heres hoping!

I'm thinking along the lines of Opflash: DR. They did indoor combat for ally AI fairly well. I didn't like too much of the game, but that was great. But yes, with OA being in set in a place with much more urban fighting, it would be extremely interesting to have to watch out for that one pesky sniper with a dragonuv who's been taking potshots.

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Something constructive, perhaps?

How about "Fix the damn AI"?

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How about "Fix the damn AI"?

Thats about as constructive as putting your penis in a lawnmower.

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I dont want to explain to BIS what they already know okay.

They know that 1.5 screwed up AI again.

they dont follow until they're completely disengaged

the AI dont react to certain scenarios as they should like TANKS, hiring at them with small arms.

etc etc, AI are too accurate, no fatigue they can snipe you while your moving 200 MPH

I can go on forever.

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