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AI Indoor Awareness including Windows/Doors
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Description

Please allow the AI a basic understanding of interior fighting by default,in both room and entire building clearing. Give them an "awareness" that they are indoors and should fight, investigate accordingly by:

-Never or rarely going prone
-Capability to use both doorways (interior) and windows tactically to fire from
-Understand that facing a wall should be very temporary preferring to cover travelways instead
-Basic understanding of room cleared means move on until house cleared if offensive

Details

Legacy ID
1078679144
Severity
None
Resolution
Duplicate
Reproducibility
Have Not Tried
Category
Feature Request

Event Timeline

froggyluv edited Additional Information. (Show Details)
froggyluv set Category to Feature Request.
froggyluv set Reproducibility to Have Not Tried.
froggyluv set Severity to None.
froggyluv set Resolution to Duplicate.
froggyluv set Legacy ID to 1078679144.May 7 2016, 2:15 PM
Crierd added a subscriber: Crierd.May 7 2016, 2:15 PM

Upboated.

I would very much like to see proper CQB mechanics utilized by AI. It's quite annoying how they shoot through the roof, or go prone in a room, or stand directly in front of the door.

AI using simple mechanics like angling towards doorways with their gun up when they know an enemy is present, or crouching/standing with a lean towards the door instead of going prone would make the entire CQB experience much nicer.

"AI using simple mechanics like angling towards doorways with their gun up when they know an enemy is present, or crouching/standing with a lean towards the door instead of going prone would make the entire CQB experience much nicer"

Totally agree. Arma 3 has great cities with areas and buildings that just perfectly suit for great tactical firefights. But without ai's proper usage of buildings the gameplay becomes less fun and less tactical(

Be the leader and command them to do so, or be grunt and do as your leader says. There are so many questions about this...

Should they do it everytime? What if I don't have enough of men to do it? What if I don't have enough time? What if one of my guys have silenced weapon? Should he utilize it? What if that's exactly what I don't want for wahtever reason?

Dont have enough time? They had 3 years to start with this. But they made some expensions for A2 -.-/ Annyway i dont really care about time. Hell give them annother year if they need aslong as this game rules. I dont mind the beta updates. Whit the mod com the game comes together just fine.

kebman added a subscriber: kebman.May 7 2016, 2:15 PM

This kind of AI action is extremely important, though albeit boring in missions I guess it can always be scripted...

no no no... no scripts...

IMHO the FSM could look something like this.

2 different AI modes: offensive, defensive.

Defensive - scan visible areas for opfor, look for cover. May or may not keep moving. May try to move to highest point/furthest point from entrance.

Offensive - scan visible areas for opfor, always moving to next "open" building position that isn't already occupied by friendlies. Array of building positions tracked so that as each is cleared, it is ignored by friendlies. When no more positions in array, unit is released for next building or waypoint.

Could tie in with my idea:
http://feedback.arma3.com/view.php?id=12962

Using my system idea, alongside yours would improve the overall AI indoor awareness.

Upvoted and making it 100 now.

B00tsy added a subscriber: B00tsy.May 7 2016, 2:15 PM

I read on the forum that there will be CQB improvemnts for the AI and also for indoor awareness. upvoting this ticket anyway as I really want better AI behaviour indoors. Yesterday I was playing again and opfor AI walk right past me when I was inside a building and he/it was just standing there looking at a wall.