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(From Developers Diary )
One of the points of Flashpoint, which should catch you by playing, is AI of yours soldiers and enemies.
AI used in FP is a little bit different from usual AI in other games. Each soldier on battlefield have its own ?brain?. He use it partly for surviving, partly for co -ordination in scope of his unit and a whole army.
Basic element of AI is adequate reaction on surrounding process. By scripting the missions you enter a very few things in advance - you enter only route where goes the guard, place where wil wait the back-up and the rest is on the intelligence of soldiers. So the guard walk on the route, looking around, checking suspicious places and if they appear the enemy, are aim to call back up and trying to destroy him. If they arenīt able to destroy him, they run away.
If soldiers are in a group, they co- ordinate their attack. Whilst someone shoot the enemy, others hide themself in the growth, trying to get hidden near to a enemy.
But AI soldiers do a mistakes, just like normal people. They donīt shoot always correctly. When you throw between them a grenade, they donīt know from where it comes.If is their enemy markedly better they can panic and run away. If you wound them, they trying to get help.

Naturalism of behavior is so high, that in multiplayer game you can find very hard who is managed by computer and who by a living player.
Flashpoint is a teamplay. In sigleplayer you rarely play alone - mostly you are a member of a small unit. Thats why we working so hard on development of artificial intelligence. Player should not think that his co - operators are stupid robots, soldiers must behave so naturally, that he wil feel their assistance like assistance of living players. According to the reaction of our testers we think, it happend.
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Fighting tanks
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Đ Copyright 2000 Bohemia Interactive studio.
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