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[Rework request] AI
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Description

As we all know, the AI in Arma Reforger can be a bit quirky. Here’s a structured roadmap that starts with basic fixes and builds up to bigger features.

1. Fix the core issues

  • AI commanding issues when dying
  • Pathfinding glitches—on foot and in vehicles
  • Slow reaction times
  • Get-in and out glitches - Either not responding or getting out right after getting-in
  • Positioning, order and reaction time when getting in a vehicle

2. Add clear feedback

  • Pop-up or chat messages that flag AI errors, issues, or tips whenever a player interacts with them. (Re-use the same pop-up when they join the squad)

3. Provide a tutorial / boot camp

  • A short training mission that shows how the AI works and how to command it.

4. Introduce new features

AreaFeature
PerformanceSide-server AI processing—a separate process handles AI movement so the main server stays smooth; each AI acts like an extra “player.”
TacticsClassic formations (line, column, diamond, etc.).
Tactics 2Convoy mode, with the ability to assign specific seats or vehicle positions.
EngineeringAI can build or demolish with shovels and push/repair disabled vehicles.
CommandSplit squads into sub-groups or fireteams for multi-vehicle ops or area defense.
Command 2Let players set AI behaviour (aggressive/defensive), weapon stance, walk speed, stance height, etc.
Command 3Let players set between "force command" and "autonomous command" : Forcing all AI to join a vehicle even in firefight.
LogisticsLive AI count and cap (e.g., “12 / 40 AI deployed”).
Base buildingMore tents → more AI spawn slots—ideal for rear-area bases (recruiting AIs).
Base building 2Living quarters increase the AIs skills
GarrisoningManually assign AI to bunkers, mortars, MG nests, sniper perches, etc. Even when further apart
SpawningAdd categories to the AI spawning UI. Add AI special forces, groups of 4 high skill/stuff AI, but costing 1 000 supplies a group.
SettingsMission/Server based AI settings for all kinds of parameters (precision, perception, suppression skills, taking cover, etc..)
FAIGive FAIs BTR, BRDM and Mortars on big bases as well as increased number of NPC.
MortarsAllow AIs using illumination and smoke rounds on mortars.
Mortars 2When a single AI is in the mortars, shooting speed is slowed and precision is reduced.

Building automation

Two implementation options:

  1. Direct assignment
    • players post AI into deployable buildings.
  2. Building upgrades
    • upgrading a structure allow assigning AIs to this building, for specific interaction.

Examples:

  • Vehicle station: AI mechanics auto-repair parked vehicles.
  • Fuel station: AI refuelers top up nearby vehicles.
  • Aid tent: AI medics heal friendlies (they stay inside during combat).
  • Other structures: MG crews, sniper teams, etc. Non-combat specialists switch to combat roles if the base is attacked (except medics, who keep healing). |

Management UI

“AI Manager” menu (like the player-group screen):

  • See each unit’s rough location (“North of X Lake”)
  • Check activity (attacking, defending, following, repairing…)
  • Actions (remove from squad, transfer to base, etc.)
  • View rank, role, ammo, and assign to fireteams. |

Implementing these fixes and features will make AI commands smoother and open up deeper tactical and logistics options for every player.

Details

Severity
Feature
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
AI Issues
Additional Information

Related Objects

Event Timeline

Ciberdead updated the task description. (Show Details)
Ciberdead changed Severity from None to Feature.
Ciberdead changed Category from General to AI Issues.
Ciberdead updated the task description. (Show Details)Wed, Apr 23, 6:48 PM
Ciberdead updated the task description. (Show Details)Thu, Apr 24, 10:37 AM
Geez changed the task status from New to Feedback.Fri, Apr 25, 1:30 PM
Ciberdead updated the task description. (Show Details)Mon, May 5, 2:46 PM
Geez changed the status of subtask T191478: [BUG] AI assignation when dying from Reviewed to Confirmed Internally.Wed, May 7, 3:20 PM
Ciberdead updated the task description. (Show Details)Wed, May 14, 2:35 PM
Ciberdead updated the task description. (Show Details)Wed, May 14, 2:49 PM
Ciberdead edited Additional Information. (Show Details)
Ciberdead updated the task description. (Show Details)Wed, May 14, 3:45 PM
Ciberdead updated the task description. (Show Details)
Ciberdead edited Additional Information. (Show Details)
Ciberdead updated the task description. (Show Details)Wed, May 14, 3:50 PM