AI in ArmA2 do not use buildings well. It has got better but its a bit buggy. ArmA3 will fix this.
This is a misapprehension believed by many series players.
The mods I mentioned earlier will produce good ai behaviour in the game environment and that includes inside buildings.. This has been the case for many years now in our group and others, most of the mods mentioned have been around for a long time, some not supported anymore but still work with other mods in parts, just testing to find which mix..
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Videos from group testing of ai mods. These are just a selection from many videos that were for our group to determine which mod config to move forward with, all to do with making the ai react and behave better. These are all recorded in 25% quality on msi to enable quicker upload for the members of our group to comment on the ai and also make suggestions etc.
Once we have the right mix that all group members are happy with, we can use the config in all missions the group makes for our ongoing game..
Testing is always on-going as new mods and updated bits and bobs always crop up, TPWC being an example recently of a mod that changes game play for the better.
Don’t tell me the quality isn’t good, I know, its not for general use really, but for private use within our gaming group. All would be better viewed in full screen at 720p. Still the quality is only 25% (msi-afterburner) of the original, but it gives the general idea of the hardest part that arma ai have to deal with, 'buildings, rooftops, balconies'. They will also fight from these positions change building location if they see fit etc. Its all down to the ai, no scripting or placing its the ai that decide.
All ai apart from the unit used to monitor them either directly or switched to.
click ‘youtube’ button and view in full screen
click ‘youtube’ button and view in full screen
click ‘youtube’ button and view in full screen
click ‘youtube’ button and view in full screen
Oh and yes one of the monitoring ai was a preacher... lol
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