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Thread: Any way to edit AI | Forums

  1. #1
    XyZspineZyX
    Guest
    Is there any way to edit the AI in this game? Or does the editor only edit maps?

    edit: I see that this has already been asked but the link to the instructions is broken

    Message Edited on 06/30/0312:20PM by radioactiveyeti
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  2. #2
    XyZspineZyX
    Guest
    Is there any way to edit the AI in this game? Or does the editor only edit maps?

    edit: I see that this has already been asked but the link to the instructions is broken

    Message Edited on 06/30/0312:20PM by radioactiveyeti
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  3. #3
    XyZspineZyX
    Guest
    wat do u mean by editing them???

    silent_knight
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  4. #4
    XyZspineZyX
    Guest
    Yes you can.

    You can't make them "smarter" yet without the SDK...

    But you can make them more aware and more alert which means they are more responsive.

    I've done this in my current Mod and am tweaking it as we speak.

    You know how if one R6 Team member is standing next to another and he/she gets killed and the other team member just stands there like an idiot?

    This is becuause their awareness is set to zero (0) by UBI. I changed this to almost 100 and when someone is shot next to someone else, the entire team now moves for cover like you would expect real life operatives to do.

    The same also goes for Tangos.

    What makes the Tangos so "lethal" is NOT their ability to run away or go for help... It is the fact they have auto-aim and are unbalanced when compared to the R6 AI.

    I have also tweaked the Tango AI to be more aware as well so now if you kill some guy's friend next to him, the second guy actually RUNS AWAY instead of just stands there with his thumb up his nose [img]/i/smilies/16x16_smiley-wink.gif[/img]
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  5. #5
    XyZspineZyX
    Guest
    sounds great. Does the awareness effect how well the team stacks out of the way of a door? It seems to be hit or miss if they move out of the way at all.

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  6. #6
    XyZspineZyX
    Guest
    DayGlow wrote:
    - sounds great. Does the awareness effect how well the
    - team stacks out of the way of a door? It seems to be
    - hit or miss if they move out of the way at all.

    You know what I have discovered about that issue?

    It all depends on where YOU as the player are standing in relation to the door when you give the command.

    Stand at a 45-90 angle to the door or one door jam, give the order and they *should* (key word) stack to the side.

    However, it's still hit and miss. But with my next version of the Mod (Beta-B; out now) I increased the AI's peripheral vision to equal humans 90-180 on both sides so maybe this will effect that more as well.
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  7. #7
    XyZspineZyX
    Guest
    I'll try and see if that works. I've found that there has to be a large clear space on either side for them to stack. they don't want to stand beside each other in a tighter confine. That's my main issue with the ai other than not penitrating deep enough when they do storm a room


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  8. #8
    XyZspineZyX
    Guest
    Kung Fu, that sounds really good, thats exactly what I wanted. How do you edit the AI? I'd like to mess around with these setting
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  9. #9
    XyZspineZyX
    Guest
    If you guys wanna try the Beta-B mod...

    Go to the General Forum and look for the thread entitled, "M4 Needs Serious Changes".

    The Mod download link is on pages 3 and 4.

    Let me know what you guys think (either here or there) as I am trying to get SP more playable than it is as well as balance MP for a while until 1.4 comes and however long this game lasts (not long by my calculations... [img]/i/smilies/16x16_smiley-sad.gif[/img] )
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  10. #10
    XyZspineZyX
    Guest
    UPDATE

    More stuff you guys might find interesting as I keep tweaking the AI:

    -The R6 Team AI was initially set to "Attitude_Hate" which means they don't consider you (the player) a friend.

    This might be why when you order them to do something and they refuse... But you know they have the equipment to do what you are asking them to and are fully capable of it.

    I changed it to "Attitude_Friendly" which means *gasp* they will fight your enemies for you and along side you. I can't believe UBI didn't change this before releasing the game.

    With this new setting of "Friendly" that ARE more responsive and make sure they are keeping you (the player) safe as that is now their primary goal (along with keeping themselves alive).

    -Hostage AI was initially set to "Attitude_Hate" as well which is why they sometimes refuse to go with you and "whine" a lot.

    I set this to "Attitude_Follow" and guess what?

    Once you kill all the Tangos in a room with a hostage, the hostage will RUN OVER TO YOU -- sometimes during the firefight -- because the "Follow" command means just that in the Unreal Engine. The Pawn (hostage) will follow the player without question.

    Not only is this more realistic (sort of), but it actually prevents the Tangos from getting a beed on the Hostage and killing him or her. This was the coolest thing I had ever seen.. Albeit, a bit funny as well.

    -R6 Operatives now go deeper into the room.

    How?

    I increased their Line of Sight as far as path nodes and triggers go. It is by default 3000 and they say don't place nodes any farther apart than 700 units apart (350 on stairs) so what is happening is that they are going for the nodes which are deeper within the room -- like in a corner.

    It may not be "realistic", but it definitely WORKS better.

    -Like Pope said... The BIGGEST flaw with the R6 AI is the fact that these maps are NOT designed with stacking in mind.

    Half the maps are in small, tight confined corridors or stair wells where the AI has no choice but to stack one right after another.

    Given this... This is just something a player has to learn in that if there is tight quarters ahead leading to a door, you're going to have to open it yourself and flash/clear or whatever.

    I don't think there is any way around this even with the SDK as the only thing that I think of that could be done to alleviate this problem would be have a proximatey algorythm built into the scanning code of the bots so when they encounter a door way that is too small to stack to the side everyone either falls back to the sides of the hall or they give the response "Can't Do That, Sir" which would force the player to do this job instead.

    Anyway...

    More stuff is coming along (I'm currently doing two separate Mods; one specifically for SP enhancements and the other for MP called 'C-Mag Cop Version 1.0').

    I raised the awareness of the Operatives to 100 and damn are they good now. When they can stack and clear a room, they CLEAR A ROOM like you're watching a CT Training video.

    I also upped the Tango awareness to 95 and am getting a lot more movement and actual "hunting" now which is a lot better as it simulates MP a little more than just these targets standing around waiting to be shot.
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