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Checkmaty

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About Checkmaty

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  1. Checkmaty

    Taking Cover

    I'd recommend anyone interested in wanting more advance AI and seeing AI take cover intelligently with no scripting but with only 3d knowledge of the environment take a look at these two sites. http://www.kynogon.com/products/demos/index.html -This company specializes in liscensing advance AI engines to game developers. Checkout their demos which are playable. the Hide & Shoot demo displays advance use of cover. http://aiseek.com/ -A new card dedicated to AI Demonstrations on YouTube and some more on the main site http://www.youtube.com/watch?v=ZNFu9UIkpiQ http://www.youtube.com/watch?v=03FWopcFQiY
  2. Checkmaty

    1.05 AI improvements?

    Yeah, the AI in Company of heroes for the infantry are very well done...better than almost all FPS games...and its is a RTS game. Soldiers: Heroes of World War 2 and Faces of War had AI infantry that used cover well, and they are both also RTS games. Seems all the good AI programmers only work on strategy games...
  3. Checkmaty

    1.05 AI improvements?

    I know that AI will never be as smart as a human, but an improvement like having the AI use a house wall as cover, side stepping out, taking a few pot shots, then side stepping back into cover or a lean out of cover and take a few pot shots would be a huge improvement over the current stand/prone in the middle of the street and die tactic that is currently used. This would add a whole lot to the singleplayer/coop game. Not everyone only plays human vs human, many also play the singleplayer/coop. @CG Man Gah...doesn't sound so good. So no improvements to cover usage? AI air not attacking ground troops was also another big problem I forgot to mention. Sad that it's not fixed... I was also upset when I discovered that every improvement was the to graphics and not the game itself. I really hope that some loving will be given to the gameplay/AI in the next patches after all the bug fixes.
  4. Checkmaty

    1.05 AI improvements?

    I am unable play and tryout the new patch and ARMA for another week or so, and was wondering is there are any real improvements to the braindead AI in the 1.05 patch. - Is the AI using cover better? they didn't seem to use any cover in 1.04...instead, they always stayed out in the open trading shots with the enemy until dead. Infantry battles became dull because of this...no tactics. - Do AI soldiers react to enemys better? In 1.04 they are slow to react to enemy fire and sometimes run right past me without firing a shot. The constant use of the suicide charge is also very annoying when they should be Moving/Shooting from cover to cover. These are the 2 main complaints I have with the AI, if there are any other improvements; please share The main problem I have with OFP and ARMA is the lack of a good AI for infantry(and in general). You won't really care about the blurry textures of the wall you and your squad are taking cover behind when OPFOR are supressing you as an enemy squad sneaks around through cover to flank you. I think fun, intense, and satisfying gameplay moments stay with you longer and have a bigger impact than the reflections in the water or the bump mapping of the jeeps tires.
  5. Checkmaty

    Ai thread

    -The cover system used in "Soldiers:Heroes of WW2" was great. It really amazed me how the AI would dynamicly adapt to the changing environment and take cover behind physics objects and basicly anything else that it could. Its cool to see soldiers taking cover behind a tank flipped on its side(Still shooting) or even the wheels from a blown up truck. The soldiers even had different animations for the different types of cover. They will peek around corners and duck down behind objects(very low if the object is small), popping out a little from cover to fire a few shots then hide/duck down again if enemy fired at them(Supressing fire works and enemy will also use it, firing blindly at the general location they think the enemy is at). It would be great to see this cover system used by the AI in OFP2.Would also work very well for house to house fighting. I haven't seen anything else close to it yet. But even if this great cover system is implemented(or another), it would be useless if the AI didn't know how to use it. Enemies and allies should always be fireing from behind some sort of cover, seek the closest cover if threatened(Or if switched to danger mode), move between cover locations relative to threat(OFP does this currently), be able to tell the difference between soft and hard cover, and basicly use cover intelligently. This is missing in OFP and allows for players to massive amounts of enemy very easily. -AI targeting and shooting(and general accuracy of the weapons) could use some improvments. Enemies should shoot in the general direction of the enemy if none can be seen(supressing fire) instead of the current "super accurate shoot only if you can see one shot kills" that OFP uses. Accuracy(weapon accuracy) should also be lowered a lot for longer firefights. -The group AI in OFP is done quite well but could use some improvement. The AI in groups should always try to stick and work together instead of going of on thier own in many general directions trying to kill the enemy. Communication and teamwork between multiple groups is also missing in OFP. If the AI could perform maneuvers with other groups(one group supresses while another flanks) this would add a lot to the game and force the player to play more carefully/strategeticly. -AI tactics would add a lot to the challenge. Currently in OFP the only real tactic that the AI does is flanking. Adding many different tactics like hit and run, ambushing, advancing under smoke cover, calling for artillery/air support, and requesting reinforcements would be great. -AI soldiers under the command of the player should atleast have the basic combat and survival skills to keep themselvs alive and engange the enemy without any direct commands from the player. This will save a lot of headache and micromanagement so he/she can focus on the action instead of trying to give commands to many units while in the heat of battle. -A moral system for the AI instead of the "retreat only if squad has lost this many soldiers, or if squad is at this strength" would be great. Being a soldier would really suck(more) if the casualty rate was 90-100%. Moral should change according to what is happening on the battlefield. -The driving AI currently in OFP does a good job of looking for roads automaticly but are unable to drive straight, always crashing and getting stuck on objects. Could use some major improvments. -Can't say much for the flying AI, I don't play much with air units. Could use some improvments with targeting and engaging ground forces, especially infantry. -Having AI that could automaticly rearm themselves would be a great feature and save a lot of micromanagement for the player. Ofcourse, they should not run out into the open while under fire just to get some ammo from a dead body. -Idle/safe actions/animations for the AI would add a lot to the game world. The AI should be doing something besides standing still in one place while in idle/safe mode. -The ability to allow the user to modifiy the AI is very important. Suprising what the community can do. Hoping that the new Operation Flashpoint will offer a AI that will challenge the player and be usefull in multiplayer games.
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