Think I have fixed the Ai for more realism

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Think I have fixed the Ai for more realism

Post by gtaekwondo33 on Wed 13 Feb 2013, 20:33

I did some changes in the following folders and found that the Ai went for cover more and reacted to bullets better see what you think and let me know......



Code:
ai config file changed

</configset> -<configset name="Bullet_Sensor"> -<configset name="Soldier"> <property name="suppressedLimit" value="6.0"/> <property name="unsuppressedLimit" value="4.0"/> <property name="pinnedOnTime" value="12000"/> <property name="pinnedOffTime" value="2000"/> <property name="suppressionFadePPS" value="0.2"/> <property name="ceilingLimitAfterSuppression" value="2.0"/>
 
<!--The value added to the underFire meter when ever a bullet whizzes past-->
 <property name="underFireValue" value="7.0"/>
<!--The maximum value of the underFire meter-->
 <property name="underFireMax" value="60.0"/>
<!--The amount the under fire meter reduces per second -->
 <property name="underFireFadePPS" value="6.0"/> </configset> -<configset name="Vehicle">
<!--This value represents the lowest value that the underfire counter can be when bullets are incoming-->


<!--The time for the area base cooldown . 1000 = 1 second-->
 <property name="NoHealingAreaCooldownTime" value="10000"/>
<!--The amount of time between a soldier becoming incapacitated and another soldier coming to heal.. 10000 = 1 second-->
 <property name="InitialNoHealingAreaCooldownTime" value="4000"/>
<!--The area around a injured unit that is marked as a no heal area.-->


Moralvalues file changed



<property value="3.0" name="InCover_Mod"/> <property value="-7.5" name="Pinned"/> <property value="-10" name="Suppressed"/>
<!--event values - combat/self - values applied once on event-->
 <property value="-20" name="Light_Wound"/> <property value="-40" name="Serious_Wound"/> <property value="-8" name="Low_Ammo"/> <property value="-50" name="No_Ammo"/>
<!--event values - enemy-->
 <property value="5" name="target_Light_wound"/> <property value="50" name="target_Serious_Wound"/> <property value="75" name="target_Killed"/>
<!--event values - Fire Team state modifiers are adjusted based on the number of fire team members in each state--



weaponusagedata file changed


-<weaponUsageData> -<weapon name="default"> -<fireRate> <property name="Slow" value="3000" type="Minimum"/> <property name="Slow" value="6000" type="Maximum"/> <property name="Normal" value="2000" type="Minimum"/> <property name="Normal" value="4000" type="Maximum"/> <property name="Fast" value="600" type="Minimum"/> <property name="Fast" value="1700" type="Maximum"/> <property name="Special" value="20000" type="Minimum"/> <property name="Special" value="30000" type="Maximum"/> </fireRate> -<burstLength> <property name="Short" value="600" type="Minimum"/> <property name="Short" value="1300" type="Maximum"/> <property name="Normal" value="2300" type="Minimum"/> <property name="Normal" value="3500" type="Maximum"/> <property name="Long" value="3900" type="Minimum"/> <property name="Long" value="4900" type="Maximum"/> </burstLength> -<DR> <property name="AimedShot" value="0.50"/> <property name="NormalShot" value="0.6"/> <property name="SnapShot" value="0.100"/> </DR> </weapon> -<weapon name="mw03aaa25"> -<fireRate> <property name="Normal" value="4100" type="Minimum"/> <property name="Normal" value="5100" type="Maximum"/> </fireRate> -<burstLength> <property name="Normal" value="2500" type="Minimum"/> <property name="Normal" value="4000" type="Maximum"/> </burstLength> </weapon> -<weapon name="mw03autopla25"> -<fireRate> <property name="Normal" value="2000" type="Minimum"/> <property name="Normal" value="3000" type="Maximum"/> </fireRate> -<burstLength> <property name="Normal" value="600" type="Minimum"/> <property name="Normal" value="1800" type="Maximum"/> </burstLength> </weapon> -<weapon name="mw20lg3pintle"> -<fireRate> <property name="Normal" value="2500" type="Minimum"/> <property name="Normal" value="5000" type="Maximum"/> </fireRate> -<burstLength> <property name="Normal" value="300" type="Minimum"/> <property name="Normal" value="900" type="Maximum"/> </burstLength> </weapon> -<weapon name="mw17mk19coax"> -<fireRate> <property name="Normal" value="4500" type="Minimum"/> <property name="Normal" value="7000"
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Re: Think I have fixed the Ai for more realism

Post by gtaekwondo33 on Wed 13 Feb 2013, 20:38

In one of my test I found when I suppressed the ai from about 200ft they would hide near buildings and then shot grenade launchers at me and killed me instantly...also I found my ai team went for cover more after mess around with the cover system in the ai file and also found they also react to bullets much better......please let me know if anything works for you.
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Re: Think I have fixed the Ai for more realism

Post by TheGeneral on Wed 13 Feb 2013, 22:09

Well done mate!

I haven't got the UAI file installed at the moment, but after a few ideas this evening I have been thinking about using it.

Any chance you could show us a short video of the game play at all?


tvig0r0us wrote:Thanks to everyone that has supported and stuck with OFDR along the way. It is a great game and is largely under appreciated, but those of us that love it are happy to have others to enjoy it with.

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Re: Think I have fixed the Ai for more realism

Post by John J. Stevens on Wed 13 Feb 2013, 22:13

sounds like you are becoming a believer in the AIconfig over the coding approach - now if we can only throttle it for the appropriate setting then one size might fit all.


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Re: Think I have fixed the Ai for more realism

Post by gtaekwondo33 on Wed 13 Feb 2013, 22:16

I would like to see if anyone likes the settings I figured out or no so please test it and let me know thanks
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Re: Think I have fixed the Ai for more realism

Post by Guest on Thu 14 Feb 2013, 12:23

gtaekwondo33 wrote:I would like to see if anyone likes the settings I figured out or no so please test it and let me know thanks
Can you post instructions on how to make the changes/where the file is etc, for us mere mortals Wink
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Re: Think I have fixed the Ai for more realism

Post by John J. Stevens on Thu 14 Feb 2013, 12:43

as a suggestion - try restricting the "patched" versions to ONLY MORAL and AICONFIG as I am not sure how WEAPONUSAGE really deals with troop movement. As always, keep copies of the original files with a "ORIGINAL -" prefix. Likewise for a file naming of test versions like "- AIMODv0.3" suffix

Kinda wishing I had my developer head from years back to write the interface to swap out one file for another.


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Re: Think I have fixed the Ai for more realism

Post by gtaekwondo33 on Thu 14 Feb 2013, 18:59

The instructions are simple just copy and past the code in the correct files I named them for that reason...
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Re: Think I have fixed the Ai for more realism

Post by gtaekwondo33 on Thu 14 Feb 2013, 19:00

Code:
ai config file changed

</configset> -<configset
name="Bullet_Sensor"> -<configset name="Soldier"> <property
name="suppressedLimit" value="6.0"/> <property
name="unsuppressedLimit" value="4.0"/> <property
name="pinnedOnTime" value="12000"/> <property name="pinnedOffTime"
 value="2000"/> <property name="suppressionFadePPS"
value="0.2"/> <property name="ceilingLimitAfterSuppression"
value="2.0"/>
 
<!--The value added to the underFire meter when ever a bullet whizzes past-->
 <property name="underFireValue" value="7.0"/>
<!--The maximum value of the underFire meter-->
 <property name="underFireMax" value="60.0"/>
<!--The amount the under fire meter reduces per second -->
 <property name="underFireFadePPS" value="6.0"/> </configset> -<configset name="Vehicle">
<!--This value represents the lowest value that the underfire counter can be when bullets are incoming-->


<!--The time for the area base cooldown . 1000 = 1 second-->
 <property name="NoHealingAreaCooldownTime" value="10000"/>
<!--The amount of time between a soldier becoming incapacitated and another soldier coming to heal.. 10000 = 1 second-->
 <property name="InitialNoHealingAreaCooldownTime" value="4000"/>
<!--The area around a injured unit that is marked as a no heal area.-->


Moralvalues file changed



<property
 value="3.0" name="InCover_Mod"/> <property value="-7.5"
name="Pinned"/> <property value="-10" name="Suppressed"/>
<!--event values - combat/self - values applied once on event-->
 <property
 value="-20" name="Light_Wound"/> <property value="-40"
name="Serious_Wound"/> <property value="-8" name="Low_Ammo"/>
<property value="-50" name="No_Ammo"/>
<!--event values - enemy-->
 <property
 value="5" name="target_Light_wound"/> <property value="50"
name="target_Serious_Wound"/> <property value="75"
name="target_Killed"/>
<!--event values - Fire Team state modifiers are adjusted based on the number of fire team members in each state--



weaponusagedata file changed


-<weaponUsageData>
 -<weapon name="default"> -<fireRate> <property
name="Slow" value="3000" type="Minimum"/> <property name="Slow"
value="6000" type="Maximum"/> <property name="Normal" value="2000"
 type="Minimum"/> <property name="Normal" value="4000"
type="Maximum"/> <property name="Fast" value="600"
type="Minimum"/> <property name="Fast" value="1700"
type="Maximum"/> <property name="Special" value="20000"
type="Minimum"/> <property name="Special" value="30000"
type="Maximum"/> </fireRate> -<burstLength> <property
name="Short" value="600" type="Minimum"/> <property name="Short"
value="1300" type="Maximum"/> <property name="Normal" value="2300"
 type="Minimum"/> <property name="Normal" value="3500"
type="Maximum"/> <property name="Long" value="3900"
type="Minimum"/> <property name="Long" value="4900"
type="Maximum"/> </burstLength> -<DR> <property
name="AimedShot" value="0.50"/> <property name="NormalShot"
value="0.6"/> <property name="SnapShot" value="0.100"/>
</DR> </weapon> -<weapon name="mw03aaa25">
-<fireRate> <property name="Normal" value="4100"
type="Minimum"/> <property name="Normal" value="5100"
type="Maximum"/> </fireRate> -<burstLength> <property
name="Normal" value="2500" type="Minimum"/> <property
name="Normal" value="4000" type="Maximum"/> </burstLength>
</weapon> -<weapon name="mw03autopla25"> -<fireRate>
<property name="Normal" value="2000" type="Minimum"/> <property
 name="Normal" value="3000" type="Maximum"/> </fireRate>
-<burstLength> <property name="Normal" value="600"
type="Minimum"/> <property name="Normal" value="1800"
type="Maximum"/> </burstLength> </weapon> -<weapon
name="mw20lg3pintle"> -<fireRate> <property name="Normal"
value="2500" type="Minimum"/> <property name="Normal" value="5000"
 type="Maximum"/> </fireRate> -<burstLength> <property
 name="Normal" value="300" type="Minimum"/> <property
name="Normal" value="900" type="Maximum"/> </burstLength>
</weapon> -<weapon name="mw17mk19coax"> -<fireRate>
<property name="Normal" value="4500" type="Minimum"/> <property
 name="Normal" value="7000"
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Re: Think I have fixed the Ai for more realism

Post by gtaekwondo33 on Thu 14 Feb 2013, 19:01

What is the best and free why to record my testing to show you all?
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Re: Think I have fixed the Ai for more realism

Post by John J. Stevens on Thu 14 Feb 2013, 19:06

FRAPS I think has a freeware version wWatermark - there must be others


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Re: Think I have fixed the Ai for more realism

Post by TheGeneral on Thu 14 Feb 2013, 22:19

I use bandicam! U get ten mins free for each record. It does auto stop but press f12 as a preset start/stop button. This gives you a restart.

Also I found that recording gameplay windowed was giving better quality. Not sure on better machines but that's how I do mine. You can scale the record window on your desktop to fit the size of the window aswell.


tvig0r0us wrote:Thanks to everyone that has supported and stuck with OFDR along the way. It is a great game and is largely under appreciated, but those of us that love it are happy to have others to enjoy it with.

tvig


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Re: Think I have fixed the Ai for more realism

Post by nfmz1 on Fri 15 Feb 2013, 12:38

where is the AI cfg located?

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Re: Think I have fixed the Ai for more realism

Post by TheGeneral on Fri 15 Feb 2013, 13:52

I think what he has done mate, is adjust the aiconfig file for the UAI2011. The ai conofig file if you have UAI is in the data_win folder in the DR directory.


tvig0r0us wrote:Thanks to everyone that has supported and stuck with OFDR along the way. It is a great game and is largely under appreciated, but those of us that love it are happy to have others to enjoy it with.

tvig


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Re: Think I have fixed the Ai for more realism

Post by TheGeneral on Fri 15 Feb 2013, 14:37

I have gone through your code you pasted for us to see the difference. I gotta say it was a bit of a pain in the ass trying to read it, so I have taken the time and formatted it for easy reading. Also noting the changes. Two of the properties sections had no changes though???


ai config file changed----line157 in .xml file

Code:

<configset name="Bullet_Sensor">
-<configset name="Soldier">
<property name="suppressedLimit" value="6.0"/>
<property name="unsuppressedLimit" value="4.0"/>
<property name="pinnedOnTime" value="12000"/>
<property name="pinnedOffTime"value="2000"/>
<property name="suppressionFadePPS"value="0.2"/>
<property name="ceilingLimitAfterSuppression"value="2.0"/>
 
<!--[i]The value added to the underFire meter when ever a bullet whizzes past[/i]-->
<property name="underFireValue" value="7.0"/>
<!--[i]The maximum value of the underFire meter[/i]-->
<property name="underFireMax" value="60.0"/>
<!--[i]The amount the under fire meter reduces per second[/i] -->
<property name="underFireFadePPS" value="6.0"/>
</configset> -
<configset name="Vehicle">
    <!--This value represents the lowest value that the underfire counter can be when bullets are incoming-->

I can't see any changes made in your pasted code here???

Line 443 in .xml file
Code:
<configset name="Medic">

[i]<!--The time for the area base cooldown . 1000 = 1 second-->[/i]
 <property name="NoHealingAreaCooldownTime" value="10000"/>
[i]<!--The amount of time between a soldier becoming incapacitated and another soldier coming to heal.. 10000 = 1 second-->[/i]
 <property name="InitialNoHealingAreaCooldownTime" value="4000"/>
[i]<!--The area around a injured unit that is marked as a no heal area.-->[/i]

also no changes in the above either???

Moralvalues file changed ---line23-34

Code:

<property value="3.0" name="InCover_Mod"/>
<property value="-7.5"name="Pinned"/>
<property value="-10" name="Suppressed"/>
    [i]<!--event values - combat/self - values applied once on event-->[/i]
<property value="-20" name="Light_Wound"/>
<property value="-40" name="Serious_Wound"/>
<property value="-8" name="Low_Ammo"/>
<property value="-50" name="No_Ammo"/>
    [i]<!--event values - enemy-->[/i]
<property value="5" name="target_Light_wound"/>
<property value="50" name="target_Serious_Wound"/>
<property value="75" name="target_Killed"/>
    [i]<!--event values - Fire Team state modifiers are adjusted based on the number of fire team members in each state--[/i]

for those that cannot see it the values are changed here, for example the first one in the UAI file is set at "2.0", as you can the newer value is 3.0. some of the changes are increased or decreased to suit.


weaponusagedata file changed

Code:

-<weaponUsageData>
 -<weapon name="default">
-<fireRate>
<property name="Slow" value="3000" type="Minimum"/>
<property name="Slow" value="6000" type="Maximum"/>
<property name="Normal" value="2000"  type="Minimum"/>
<property name="Normal" value="4000" type="Maximum"/>
<property name="Fast" value="600" type="Minimum"/>  -- changed from 700
<property name="Fast" value="1700" type="Maximum"/>
<property name="Special" value="20000" type="Minimum"/>
<property name="Special" value="30000" type="Maximum"/>
</fireRate>

-<burstLength>
<property name="Short" value="600" type="Minimum"/>  -- changed from 700
<property name="Short" value="1300" type="Maximum"/>
<property name="Normal" value="2300" type="Minimum"/>
<property name="Normal" value="3500" type="Maximum"/>
<property name="Long" value="3900" type="Minimum"/>
<property name="Long" value="4900" type="Maximum"/>
</burstLength>

-<DR>
<property name="AimedShot" value="0.50"/>  -- raised from 0.33
<property name="NormalShot" value="0.6"/> 
<property name="SnapShot" value="0.100"/>  -- raised from 0.95
</DR>
</weapon>

-<weapon name="mw03aaa25">
-<fireRate>
<property name="Normal" value="4100" type="Minimum"/>
<property name="Normal" value="5100" type="Maximum"/>
</fireRate>

-<burstLength>
<property name="Normal" value="2500" type="Minimum"/>
<property name="Normal" value="4000" type="Maximum"/>
</burstLength>
</weapon>
-<weapon name="mw03autopla25">
-<fireRate>
<property name="Normal" value="2000" type="Minimum"/>
<property name="Normal" value="3000" type="Maximum"/>
</fireRate>

-<burstLength>
<property name="Normal" value="600" type="Minimum"/>
<property name="Normal" value="1800" type="Maximum"/>
</burstLength>
</weapon>

-<weapon name="mw20lg3pintle">
-<fireRate>
<property name="Normal" value="2500" type="Minimum"/>
<property name="Normal" value="5000" type="Maximum"/>
</fireRate>
-<burstLength>
<property name="Normal" value="300" type="Minimum"/>
<property name="Normal" value="900" type="Maximum"/>
</burstLength>
</weapon>

-<weapon name="mw17mk19coax">
-<fireRate>
<property name="Normal" value="4500" type="Minimum"/>
 <property name="Normal" value="7000"

As you can see there are a few minor changes.


Would you mind next time if you want to post some code, format it for readabilty on the forum. Try and match it to how the .xml files are. It doesn't have to be exact but try and make it clear and ledgable thanks. Wink


tvig0r0us wrote:Thanks to everyone that has supported and stuck with OFDR along the way. It is a great game and is largely under appreciated, but those of us that love it are happy to have others to enjoy it with.

tvig


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Re: Think I have fixed the Ai for more realism

Post by nfmz1 on Fri 15 Feb 2013, 14:48

maybe we can get a upload of the new cfg to test? or someone wanna recreate it?

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Re: Think I have fixed the Ai for more realism

Post by TheGeneral on Fri 15 Feb 2013, 14:53

I'm gunna have a go at some point today and see what the difference is. I have just put the UAI file into my DR directory, so I'll test that first then do the changes and see what happens.

I've been busy with my custom sounds lately so I haven't gotten round to this yet. But I should have something by the end of play tonight.


tvig0r0us wrote:Thanks to everyone that has supported and stuck with OFDR along the way. It is a great game and is largely under appreciated, but those of us that love it are happy to have others to enjoy it with.

tvig


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Re: Think I have fixed the Ai for more realism

Post by gtaekwondo33 on Fri 15 Feb 2013, 14:58

Right sorry about that I just want to make sure I got the right code in I changed minor things like you said I'm still testing too but if anyone has any ideas on any thing would love to hear it.I still have a issue will marine ai they wont fire there grenade launchers but the enemy sure do like crazy I think the ai that was made was for making the enemy ai better not balanced like it should be. So I cant figure out what to change for them to use that weapon better..I changed the burst of firing to 600 from 700...I try and messed around with crouching seems some what better but more focused on using cover most preferred. The medic part I changed the speed in which the ai will come after being shot at..I do need some help though trying to balance this ai in my test the enemy ai seems very much more tactical then the marine ai and thus wipes the floor with them. I think the ai needs to be reworked wish I knew code enough to do so... We need Templargfx to make another since it is his code.
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Re: Think I have fixed the Ai for more realism

Post by gtaekwondo33 on Fri 15 Feb 2013, 15:07

question MDOG how can we get crack sounds form the weapons when being shot at hearing the crack of the subsonic bullet flying by like in arma 2 https://www.youtube.com/watch?v=9uIeIgGSvXI
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Re: Think I have fixed the Ai for more realism

Post by gtaekwondo33 on Fri 15 Feb 2013, 15:24

I found some old game play when I bought this game years ago and messed around with the ai but cant remember what I did. The marine ai really did take some of the enemy ai out then....Check this video out I think I did use fraps to hints why so slow some points of the video.... I got tired of the game because I couldnt change anything else so I got rid of it and then started seeing videos of new ai and speared me on to buy it again.https://www.youtube.com/watch?v=K2axq3OEhjo
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Re: Think I have fixed the Ai for more realism

Post by TheGeneral on Fri 15 Feb 2013, 15:43

Have you not seen this??

Mdog wrote:Here is a work in progress of the Bullet crack that you are supposed to here if under real enemy contact.



I'm working on that, but I don't think it is possible to get it really effective.

Anyway I think I may have found your grenade issue. You need to look in the weapon_target_selection_generated.xml. Here you will find a list of the weapons used and their priorities in situations.

this is the ID for the one of the HE grenades from the mk16 Mod O A Assault rifle :

Code:
<ammo name='ex36uhegren40'>

Looking through the file I found some of the suppression priorities were listed as fluctuatling btween 3 and 6 depending on the weapon. You might wanna try and find a US grenadier and the weapon he uses and do the same for the PLA grenadier and try to match them up if the values throughout the list is uneven. That might help with the grenade retaliation. We could be able to give them their ball back then??


tvig0r0us wrote:Thanks to everyone that has supported and stuck with OFDR along the way. It is a great game and is largely under appreciated, but those of us that love it are happy to have others to enjoy it with.

tvig


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Re: Think I have fixed the Ai for more realism

Post by nfmz1 on Fri 15 Feb 2013, 15:51

wow thats pretty awesome

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Re: Think I have fixed the Ai for more realism

Post by gtaekwondo33 on Sat 16 Feb 2013, 15:18

ok so tried going in to target selection file and changed priority of the weapons it seem to help the enemy more I feel ...I think when this ai mod was made it wasnt across the board for all the ai it was for enemy....the ai mod should have names of the enemy and marines to distinguish who need to be adjusted.
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Re: Think I have fixed the Ai for more realism

Post by gtaekwondo33 on Tue 19 Feb 2013, 20:26

Is there any material on how to mod the Ai So that I know how to remake it ?thanks
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Re: Think I have fixed the Ai for more realism

Post by TheGeneral on Tue 19 Feb 2013, 21:41

You'll have to elaborate on "mod the AI" I'm afraid. That's a pretty big spectrum you're asking about.

You can delve into the Database and change values in there. I have changed the actual HP so it takes more than a full mag to kill them but a clean head shot will drop them like a stone. You can alter there load outs in the DB too. It all depends on what you want to do in regards to remaking it.

Give us a rough list of the things you have in mind and we may beable to point you in the right direction????


tvig0r0us wrote:Thanks to everyone that has supported and stuck with OFDR along the way. It is a great game and is largely under appreciated, but those of us that love it are happy to have others to enjoy it with.

tvig


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Re: Think I have fixed the Ai for more realism

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