Ok, well making the AI move better in combat, if that is what you mean, is something that most AI scripts don't really do (they do a little, but not that well). What exactly would you like them to do? You can grab my "Squad Rush/Retreat" script from the ed depot, which makes them perform a good assault (some guys run, some guys cover them, then they hit the dirt, and the guys in back run up, etc). Bremmer's AI script supposedly makes the AI perform flanking movements, though I haven't looked at that very closely.
Actually, the default AI will do flanking movements too, and will actually take a route thru cover or forest to flank you. The main problem is the AI is so blind, they can't see you until you are like 100 meters away from them. I've made a config where the AI can see as far as the player can, and it made me realize the AI isn't really that bad. When they notice you from a ways off, they will have more time to perform flanking movements, so they will actually work. For example, I played a mission where I was attacking one side of a small (50 m?) base. The AI on the
other side of the base actually heard/saw the fighting, and flanked me from the forest nearby the base. I was totally caught off guard when they killed me with hand grenades, because I was so used to the AI being a bunch of retards.
Anyway, I think I should release a config that just improves the AI sight/hearing range, for all to use, including myself. The test I mentioned above was with an ECP config, but it would be nice to have an improved config you could run without the extra stuff from a mod. Trust me, it would feel like OFP v1.97.