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