Home   Help Search Login Register  

Author Topic: Ultra AI  (Read 643 times)

0 Members and 1 Guest are viewing this topic.

Homefry31464

  • Guest
Ultra AI
« on: 01 Jun 2003, 02:05:10 »
Are there any really good AI scripts anywhere?  Also, what does Ultra AI in the Options Menu do(what does it make the game do differently and does it affect every computer controlled unit in the game)?  

Thanks Much

Offline Sui

  • Former Staff
  • ****
    • OFPEC
Re:Ultra AI
« Reply #1 on: 01 Jun 2003, 04:08:04 »
First off, the Ultra AI (super AI??) option sets the skill level of every AI in the game all the way up to 1.
I don't like it that much because it means the player tends to get shot through bushes/rocks/trees/buildings etc. ;)


Now here's my 2c on the AI situation...

I think that to get good AI behaviour (eg. doing different things depending on the situation), it's really up to the mission designer to factor in specific options for the situation.

There's no silver bullet... no 'solution for every situation'. Whether you use a script, or cycle/move/Search and Destroy/Sync'ing waypoints, there is no substitue for tailoring the AI behaviour to the specific situation presented in your mission.

My advice is to put yourself in the place of the enemy commander. How would you accomplish the objective and defeat the player? Would you try to get around beind him? Would you have one squad hold position and fire while another one moves up?

There are plenty of missions out there that increase their difficulty simply by adding legions of bad guys. The trick is to make the mission hard using position and placement, rather than just numbers ;)
It's all about thinking outside of the box and being creative.

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Ultra AI
« Reply #2 on: 01 Jun 2003, 11:59:32 »
Sui is right.    The AI is this game is in many ways very good (ok, not driving  ::)) but you need to use it properly.     A good mission designer understands what the AI can do and how it behaves, and the only way to accomplish that is to experiment.

Extensive playtesting is vital for a good mission and to get the best out of the AI.    I play the mission from the point of view of most AI units.   You don't have to play every last member of a group, but you do have to play the ones on the flanks, the commander and all the specialist weapons such as MG and LAW.    Once you see what they can see it can make a big difference to your mission design.    It doesn't matter how good the AI of the sniper is if he is too far into that bush and can't see to the left.

Having said all that, if you hunt through the Ed Depot you might find one or two scripts that help.
Plenty of reviewed ArmA missions for you to play

Homefry31464

  • Guest
Re:Ultra AI
« Reply #3 on: 01 Jun 2003, 13:35:23 »
Thanks alot to Sui and macguba.  Alot of help, I meant Super AI.  Thanks again.  :)

felix

  • Guest
Re:Ultra AI
« Reply #4 on: 01 Jun 2003, 14:46:07 »
hi Homefry,

do you know about the AI AddOn from Kriegerdaemon???

When not, here it is: http://www.mapfact.net/65817/65840.html


Offline Tomb

  • Contributing Member
  • **
  • in2 Metal? Go 2 my sig
Re:Ultra AI
« Reply #5 on: 01 Jun 2003, 19:44:05 »
"knowsabout" goes well along with a repeated check for player/grp pos.  :D

I like using knowsabout and then, sort of "syncronize" it with the current position of the player('s group), so that if I am 'there' then the enemy will move to the most beneficial(?) position if their knowabout is >3 or 2 or 4, depending on the type of mission.

PS. no time for details but in short, its about switch triggers and/or scripted movement (wp's).


I like it when hostile groups split up and try to surround me & my morons.  8)
The AI can sometime do this by themselves, but it also works well when scripted.
And having made it myself doesn't deteriorate the fun - its actually pretty cool and fun.




max_killer_payne

  • Guest
Re:Ultra AI
« Reply #6 on: 02 Jun 2003, 17:32:59 »
The AI is quite unpredictable in OFP for instance. I was playing a mission I downloaded yesterday, I snuk right up to this guy (25m away) and shot him in the face, and his buddy who was using the "EffectStandTalk" command to make it look like they were both talkin just stood there doing nothin. And then I tried it again and the guy talking turned around and pumped a kilo of lead into me. I think the AI in OFP was designed for infantry combat not driving! It cant stay on the bloody road!!

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Ultra AI
« Reply #7 on: 02 Jun 2003, 17:35:47 »
It is very unpredictable in some ways.   A mission can be completely different 2 seconds after a save/retry point every time you attempt it.    This is one of the great strengths of the game.    But you're right, driving - particularly tanks - is not their strong point.
Plenty of reviewed ArmA missions for you to play

Homefry31464

  • Guest
Re:Ultra AI
« Reply #8 on: 05 Jun 2003, 00:47:19 »
Thanks everyone.  I appreciate all the help the community at OFPEC delivers, it always comes through.