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Discussion: Game Forum Archives / Operation Flashpoint - Dragon Rising - Mod: Improved AI - TemplarGFX posted this in the forums: source It might be worth checking out *EDIT* I
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    Mod: Improved AI

    TemplarGFX posted this in the forums: source

    It might be worth checking out

    *EDIT* I just tried the hardcore version real fast in a fireteam engagement and holy crap batman..! They are incredibly accurate and the see you from quite a ways off. I may need semi-hardcore

    *Updated link*
    Last edited by Fiddlestx; 10-20-2009 at 09:51 AM.



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    |TG-Irr|Nixon's Avatar

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    Re: Mod: Improved AI

    The devs should hire this guys, maybe he's gonna program dedicated server files for us also :P

    Can you still play in normal MP games? Or will you be kicked by persons that don't have this mod?

    Nix



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    Re: Mod: Improved AI

    I'm glad to see some mods coming out!

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    Re: Mod: Improved AI

    You can really see why lean is an absolute when watching that improved video.

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    Re: Mod: Improved AI

    Hmm, don't think I 'll use this until they stop the AI from seeing through grass and bushes. Otherwise you won't get far on hardcore...

    The AI accuracy does need improvement though, but not before they fixed the other issues first.

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    Re: Mod: Improved AI

    I have updated my mod :

    Hi all,

    Version 1.5 has been released and renamed!

    short Youtube video showing the difference in the AI mods (version 1.0) :
    www youtube com/watch?v=O4m1gimwbHI

    Improved AI v1.5
    www willhostforfood com/access.php?fileid=90206

    Difficult AI v1.5
    www willhostforfood com/access.php?fileid=90204

    Extreme AI v1.5
    www willhostforfood com/access.php?fileid=90205

    to give you an idea where these sit, here is a difficulty bar :

    Code:
    TOO EASY                                                IMPOSSIBLE
    \/                                                              \/
    |-O-----------------I----------------D-------------------E-------|
    
    O = Original Game AI
    I = Improved AI
    D = Difficult AI
    E = Extreme AI
    Unzip this file into your Operation Flashpoint installation MAIN FOLDER (choose yes to replace files/folders)

    Changes :
    More view distance (Difficult and Extreme only)
    better accuracy
    faster recovery (Difficult and Extreme only)
    better detection range (Difficult and Extreme only)
    better hearing (Extreme only)
    larger "danger close" range (Extreme only)
    reduced shield
    no weapon damage reduction for shooting at player
    no accuracy reduction for shooting at player
    Morale and Experience of AI now taken into account when shooting at player


    Version 1.5 Changelog
    Normal but Accurate renamed to Improved, and had the following modifications :
    decreased central sight cone to original
    decreased standing/crouched/prone accuracy modifiers closer to original
    decreased general accuracy slightly
    improved shield effectiveness slightly
    reduced hearing and target acquisition range closer to original

    semi-hardcore renamed to Difficult, and had the following modifications:
    slightly decreased central view range
    greatly decreased peripheral view range
    decreased non-combat view range
    increased central view cone
    slightly decreased standing/crouched accuracy and degradation
    reduced hearing and target acquisition ranges slightly
    decreased general accuracy slightly
    improved shield effectiveness a tiny bit

    HARDCORE renamed to Extreme, and had the following modifications:
    decreased peripheral view range
    SLIGHTLY decreased non-combat view range
    decrease danger close range a little
    decreased hearing range a little
    decreased target aquisition slightly
    slightly reduced base accuracy


    These changes will take effect immediately, no need to restart campaign mission.

    *Note about campaign mission* (Difficult and Extreme only)
    This mod can make some things in the campaign bug out a little due to placement of unit objects within the map. you wont find any missions are broken though, for instance in Mission 2 it is nearly impossible to pass undetected due to the proximity of the second fire team to the convoy at the start of the level.

    *Note about multiplayer*
    Quote Originally Posted by TemplarGFX
    ...so you used this in multiplayer and it allowed you to play?
    Quote Originally Posted by Abdi
    Yeah it did. I was doing COOP online with hardcore ai. No problems works fine. I was doing that mission 6 where you attack that mg nests on the hills. We were using prone all the time trying to take out that mgs. It felt like Omaha Beach. Bullets going past my head constantly. Hell of an expierience.
    *Note about Players Fire Team* (Difficult and Extreme only)
    As this modifies AI as a whole, your team mates are now AWESOME. but they are also a little pycho! your REALLY need to be using RULE OF ENGAGEMENT to stop your guys from shooting at people 500+ meters away (they hit them too) giving away your position. the ROE Return Fire Only is the best choice when you want to try sneaking up to a position, or flanking.

    *note of close range battles* (Difficult and Extreme only)
    Due to the lack of leaning, fighting battles closer than 100 meters is practical suicide, if you plan to get this close, have your team suppress the position first to cause wounds and reduce morale so that when you do get close, they arent so good at shooting you!

    Uninstallation instructions:
    head into the DATA_WIN folder inside your Operation Flashpoint folder and delete the AI and DISPERSIONSYSTEM folder to return to the Original AI settings.

    Sorry about the links, I cant post html links until I have 15 posts

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    Re: Mod: Improved AI

    Quote Originally Posted by templargfx View Post
    Changes :
    More view distance (Difficult and Extreme only)
    better accuracy
    faster recovery (Difficult and Extreme only)
    better detection range (Difficult and Extreme only)
    better hearing (Extreme only)
    larger "danger close" range (Extreme only)
    reduced shield
    no weapon damage reduction for shooting at player
    no accuracy reduction for shooting at player
    Morale and Experience of AI now taken into account when shooting at player
    I'm sure someone will flame me for saying this, but my intent with this post most certainly isn't to insult your work. However, these aren't improvements to the AI, these are giving bots wallhacks and aimbots. Improvements to the AI would be better bounding of enemy teams, (one group gives cover-fire for the other, rinse and repeat.) Better combat awareness, (falling back when the sutuation dictates that, or advancing if the situation dictates that, along with smarter flanking) and more randomization of enemy force deployments so it isnt basically the same thing every time. While I like the changes I bolded (unsure what reduced shield is) the rest just totally removes stealth from the game from the players by giving the bots an (improved?) aimbot and wallhack.

    I'm going to skip this one, but it's defintely awesome to see a modding community step up so quickly.

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    Re: Mod: Improved AI

    each to there own. but many people feel that the ai are so terrible at shooting the game is almost not worth playing. hence the better accuracy.

    you should check the ai coding out yourself, and you would see how nerfed they are by codemasters at default.

    wallhack is the ability for a player (or in this case, the AI) to see through solid walls. This mod does nothing of the sort, what made you think it does?

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    Re: Mod: Improved AI

    Does it make your squad and friendly AI better as well or just opfor?

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    Re: Mod: Improved AI

    all ai, so all friendly units are equally improved

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    Re: Mod: Improved AI

    hey templar! just wanted to say hello and welcome to TG

    I've been too busy to play the last few days, but I'm definitely looking forward to checking this out. Only the server-host has to have this installed right? Not everyone that joins the game?

    |TG-12th|WhiskeySix

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    Re: Mod: Improved AI

    Quote Originally Posted by WhiskeySix View Post
    hey templar! just wanted to say hello and welcome to TG Only the server-host has to have this installed right? Not everyone that joins the game?
    Same here mate, welcome!

    Quote Originally Posted by templargfx View Post
    Morale and Experience of AI now taken into account when shooting at player
    Will the AI moral do down if you shoot there SL or put coverfire on them? Also, how we can prevent them from shooting threw high grass (laying down I can't see them but they can see me...)


    Quote Originally Posted by templargfx View Post
    improved shield effectiveness a tiny bit
    What is this? Where not in Star Trek! Sometimes in MP I can shoot a boot 50 times in the head and it will not die, I move to take an other shoot and he will go down with 1 bullet. If this is the case, just take it out!

    Finally, could it be possible to have the accuracy go up after a few shoots are fired? For example, you come face to face with a boot, if he was a human his first shoot would probably be off center since there is a "surprise effect". After a few shoots he would zero me in and kill me. The contrary is also true, if my shoots are landing close to him he may lose some accuracy. I wish the AI would also be like this.

    Thx mate, btw good work, I am testing the mod now!

    Cheers,

    Nix
    Last edited by |TG-Irr|Nixon; 10-20-2009 at 03:33 PM.



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    Re: Mod: Improved AI

    only the server-host needs the files as the AI is run completely by the host machine, and ai data is sent to the clients

    AI morale already goes up and down if they are wounded, shot at, suppressed, pinned, outnumbered or alone.
    I think you have mis-understood what I changed.
    All of the above things make an AI less accurate at shooting, but for some reason CM decided that if the AI is shooting at YOU, it ignores all that and shoots as if its an elite unit with full morale. as my mods increase there accuracy, I re enabled this so that you can use suppressive fire and it actually makes a difference if they try and shoot you.

    the shield is hard to explain because alot of what I know about it is speculation.
    basicly every unit has a shield which causes bullets to miss rather than hit (and cause those cool movie-esq effects). the shields effectivesness is modified by a staggering number of variables. originally I turned it off completely, but it just made you entirely too death-prone. so I increased it slightly in the new versions. Not enough that its back to the original game where they shoot at you for 2 minutes and dont hit you. but just to help balance out the difficulty.

    I am now working on a newer version that does not modify the dispersion system (as this effects the players non-aim accuracy, making it easier to shoot from the hip. hopefully I can get it sorted.

    at the moment there is no way to make the AI see grass due to the way line of sight is calculated, and the lack of an SDK. Basicly line of sight only takes collision models into account, so anything without one (grass/shrubs) are invisible to the AI. To fix it we need to either switch the AI to use detail models for line of sight, or modify the grass and bush models to have collision models (and then modify the object behaviour files so you can still pass through them)

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    Re: Mod: Improved AI

    nice work, templar! And like they said, Welcome to TG


    I deserve a ribbon for Mortar Specialist

    Artillery conquers and infantry occupies.
    J.F.C. Fuller

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    Re: Mod: Improved AI

    Hi all,

    Here is the fruits of my labour on the AI.

    www willhostforfood com/access.php?fileid=90566

    uncompress this into your DATA_WIN folder.

    please make sure that you remove any instances of AI or DISPERSIONSYSTEM folders from your DATA_WIN folder before installing this.

    in other words, if you have installed my other AI mods, REMOVE THEM FIRST

    Changes to AI :

    -Increased in-combat sight range, but original sight range when not in combat
    -sight range in vehicles not increased
    -lowered vision distance at night
    -searching for enemies takes longer
    -when under fire, ai seeks cover faster
    -ai waits longer before coming out of cover
    -ai will search for cover better while moving
    -ai will copy your stance from a greater distance
    -when ordered to return fire only, ai will return fire to enemies shooting at allies from a greater distance away
    -different experience levels have better accuracy
    -morale/experience taken into account when firing at player
    -increased sight range while crouched
    -units can make slightly more noise around units without being detected
    -distance at which ai instantly detects units from sound decreased
    -mid range targetting level increased to improve firing frequency at far targets
    -HALVED all the strength values for ai units to increase the chances of death from single bullet
    -medics will heal units further away
    -soldiers will heal units (if backed up) from further away
    -medics/soldiers will no longer attempt to heal a unit if last medic/soldier died attempting to.
    -AI sees officers and LMG gunners in fire teams as bigger threats than medics and rifleman
    -AI sees Special Forces are bigger threat than fire teams
    -AI sees SPecial Forces Leaders as yet a bigger threat still, and Snipers as HUGE threats
    -AI sees scouts (Op Forward) units as bigger threats than rifleman
    -AI morale regeneration speed lowered
    -AI morale regeneration bonus for being in cover lowered (due to bad use of cover)
    -AI morale degeneration for being pinned increased significantly
    -AI moralle degeneration for being suppressed increased significantly


    rather than changing accuracy (this does, but not to the degree of my last mod) this looks at improving the way the AI act. And these AI are AWESOME

    as much feedback as possible would be appreciated. descriptions/videos of wierd behavior, suggestions etc.

    the AI file is commented

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