-
10-18-2009, 10:48 AM #1
- Join Date
- Jun 2007
- Location
- Myrtle Beach, SC
- Posts
- 303
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.


The liberties of our country, the freedom of our civil Constitution, are worth defending at all hazards; and it is our duty to defend them against all attacks. We have received them as a fair inheritance from our worthy ancestors: they purchased them for us with toil and danger and expense of treasure and blood, and transmitted them to us with care and diligence. It will bring an everlasting mark of infamy on the present generation, enlightened as it is, if we should suffer them to be wrested from us by violence without a struggle, or to be cheated out of them by the artifices of false and designing men.
Samuel Adams
-
10-18-2009, 11:07 PM #2
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



-
10-19-2009, 01:41 AM #3
Re: Mod: Improved AI
I'm glad to see some mods coming out!
-
10-19-2009, 02:41 AM #4
- Join Date
- Oct 2007
- Posts
- 375
Re: Mod: Improved AI
You can really see why lean is an absolute when watching that improved video.
-
10-19-2009, 03:46 AM #5
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.
-
10-19-2009, 08:02 PM #6
- Join Date
- Oct 2009
- Posts
- 5
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 :
Unzip this file into your Operation Flashpoint installation MAIN FOLDER (choose yes to replace files/folders)Code:TOO EASY IMPOSSIBLE \/ \/ |-O-----------------I----------------D-------------------E-------| O = Original Game AI I = Improved AI D = Difficult AI E = Extreme AI
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*
Originally Posted by TemplarGFX
*Note about Players Fire Team* (Difficult and Extreme only)
Originally Posted by Abdi
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
-
10-19-2009, 08:50 PM #7
- Join Date
- Mar 2007
- Age
- 41
- Posts
- 1,127
Re: Mod: Improved AI
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.
-
10-19-2009, 11:24 PM #8
- Join Date
- Oct 2009
- Posts
- 5
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?
-
10-20-2009, 02:09 AM #9
Re: Mod: Improved AI
Does it make your squad and friendly AI better as well or just opfor?
-
10-20-2009, 06:39 AM #10
- Join Date
- Oct 2009
- Posts
- 5
Re: Mod: Improved AI
all ai, so all friendly units are equally improved
-
10-20-2009, 09:02 AM #11
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
-
10-20-2009, 10:42 AM #12
Re: Mod: Improved AI
Same here mate, welcome!
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...)
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,
NixLast edited by |TG-Irr|Nixon; 10-20-2009 at 03:33 PM.




-
10-20-2009, 01:18 PM #13
- Join Date
- Oct 2009
- Posts
- 5
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)
-
10-20-2009, 01:56 PM #14
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
-
10-21-2009, 05:57 AM #15
- Join Date
- Oct 2009
- Posts
- 5
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
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)



Reply With Quote
|TG-6th|GhostDog










Bookmarks