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Think I have fixed the Ai for more realism

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TemplarGFX
nfmz1
John J. Stevens
TheGeneral
gtaekwondo33
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Post by TemplarGFX Fri 22 Feb 2013, 04:53

Now this is from memory, and could be wrong as I have not actually played DR in almost 6 months



pistol
sa01qsz9
sa02meusoc

smg
sa07qcw05
sa08qcw05a
sa09qcw05s

assault
sa31qbz95
sa32qbz95m
sa33qbz95a

mg
sa45type67ii
sa59m250cal
sa60qjc88
sa61mk19

sniper
sa38qbb95
sa52qlz87b
sa53m21
sa54qbu88
sa57m99

grenade
sa51m32
sa62lg3

missile
hw02at4
mw13tow
hw05type2004
hw06pf98

vehicle
mw66qjc88
mw31m134wing
mw01m134mini
mw04autous25
mw05auto30

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Post by TheGeneral Fri 22 Feb 2013, 09:26

http://operationflashpoint2.org/weapons/

that link gives you the weapons as pictures aswell if that helps. I had a file with all the weps codes in but I can't find it. Must have deleted thinking I may not need it. If I find it I'll send it to you.

But for know you can combine this and what Templar has written. Youi can also use the find function, control+f and then copy and paste the weapon name into the find box.
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Post by TemplarGFX Mon 25 Feb 2013, 06:02

gtaekwondo33 has convinced me to work with him to create a fresh new UAI for 2013.

Can anyone/everyone take a quick moment here to post the best feature/addition added by UAI2011 and the worst feature/addition/lack/gripe you had about the AI in UAI2011 (or the original game if it was still present in UAI)

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Post by tjdagger Mon 25 Feb 2013, 07:17

Enemy change to pistols up close.
This is great for getting the drop on enemy, but not desirable.
I can't plausibly foresee a situation where a solider would put away his fully automatic weapon favouring his pistol in the heat of battle as tends to happen so often. Especially with the bunker mods I've been creating, where it is desirable to rush bunkers and take them over. They are too easy to rush because the enemy are too busy changing weapons instead of killing your ass.

We should chat Templar, not sure if you've seen the stealth code written for Nighthawk, but I would be interested in how much can be changed on the fly in code in regards to vision and detection distances.

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Post by dewi316 Mon 25 Feb 2013, 09:26

TvigOrOus, TemplarGFX, Tjdagger, Mdog, gtaekwndo, all need too hold a conference abit like G6, but theres only five. Then make us the best badass campaign Island War simple really, oh and hurry up about it too.
There ive gone and said it now, so it must be true Laughing
cheers dewi Very Happy
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Post by TheGeneral Mon 25 Feb 2013, 10:35

I think there should be some middle ground with the vision distances or like Tjdagger mentioned, converse and chat about the stealth code he made.

I have been using UAI2011 in my next mission, and the distance between the us and PLA at the start is about 700-800 before each side sees anything. This is actually quite a long way in terms of sighting the enemy or even a person and defining who they are exactly, and realistically speaking the AI should not be laying down volleys of fire on each side from the distances they are at.

I have mortars in game so they are an exception albeit hard to avoid getting your ass kicked, but. Heres a quote I found on wikipedia about assault rifles:


The assault rifle became the standard military rifle in the post-World
War II era. The Soviet Union was the first nation in the post-war era to
adopt an assault rifle, the AK-47, and other nations followed later.
Combat experience during the World Wars had shown that most infantry
combat took place at 200–300 meters (220–330 yards) distance and that
the winner of any given firefight would most likely be the one with the
highest rate of fire.
The rifle cartridges of the day were therefore unnecessarily powerful,
producing recoil and report in exchange for marginal benefit. The lower
power of the intermediate cartridge meant that each soldier could fire
more bullets faster and/or with less recoil and its lighter weight
allowed more ammunition to be carried.

Main article:
Assault Rifle

You could also use this as guide to determine some factors aswell. I have used this guide whilst instructing in the Army cadet force and as an aide memoir to new recruits at the airsoft mil-Sim site I used to help run. It came in very handy to the complete noob in a six square mile forest in North Wales!! lol!

Basic fieldcraft

The vision distances in both Vanilla and UAI2011 were a biggy for me. They definatley need looking into if you could.

Also if you can configure the snipers to have a visual range of 800meters then that would improve on them, maybe 600- 800 minimum. I know that Brit snipers train at 800 meters to have an effective hit on target. but we are not restricted to weather and earth rotation so things like that don't really matter.

cheers.

MD
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Post by TemplarGFX Mon 25 Feb 2013, 23:42

*sigh*

I had to re-write this thanks to firefox Sad

Here is a rundown of what I am setting up this time around. more based off game feel than real world values like I used in UAI

Weapon Effectiveness (most effective to least effective)
Infantry
H MG
H Sniper
L MG
L Sniper
F/A Assault
Burst Assault
SMG
Grenade Launcher
Missile
Pistol
Knife

Light Vehicle
Missile
H MG
H Sniper
Grenade Launcher
L Sniper
L MG
F/A Assault
Burst Assault

Armour

Missile
H MG
H Sniper
Grenade Launcher

Air Vehicle
Missile
F/A Assault
H MG
L MG
H Sniper

Range Limits
(Most to Least Effective)
0m
F/A Assault
SMG
Burst Assault
L MG
Pistol
Knife

25m
L MG
F/A Assault
SMG
Burst Assault
Pistol

50m
L MG
F/A Assault
H MG
SMG
Burst Assault
Grenade Launcher

100m
H MG
L MG
F/A Assault
Burst Assault
L Sniper
H Sniper
Grenade Launcher
SMG
Missile

200m
H MG
L MG
F/A Assault
Burst Assault
L Sniper
H Sniper
Grenade Launcher
Missile

300m
Missile
H Sniper
L Sniper
H MG
L MG
F/A Assault
Burst Assault

400m
Missile
H Sniper
L Sniper
H MG
L MG
Burst Assault

500m
Missile
H Sniper
L Sniper

600m
H Sniper
Missile
L Sniper

700m
H Sniper
Missile
L Sniper

800m
H Sniper
Missile
L Sniper

900m
Missile
H Sniper

1000m
Missile
H Sniper

I had written out all the morale stuff too, but now I need a break :S

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Post by John J. Stevens Sat 02 Mar 2013, 12:08

TemplarGFX wrote:gtaekwondo33 has convinced me to work with him to create a fresh new UAI for 2013.

Can anyone/everyone take a quick moment here to post the best feature/addition added by UAI2011 and the worst feature/addition/lack/gripe you had about the AI in UAI2011 (or the original game if it was still present in UAI)

Being able to throttle the AI cover dependent upon environment (fields/forest/urban) and awareness status (akin to threat indicator) have been my top list. Likewise, a wider dispersion for initial contact that hones in if the player doesn't move/evade and of course the rolloff for distance - getting hit one shot by a technical from over a KM away seems extreme.

I am hoping the AI might be broken into two parts 1) core basic improvement of AI for mod capable players like UAI2011 and 2) a mission designers version (UAI2.1 style code) as a final overlay accessing the tweak-able AI code specific to the mission. This way the standard maps would be benefited universally while allowing the designer to tweak the mission specific aspects.

and to re-ask the earlier question - can the AI specs be tweaked while in game play or is it simply on mission initialization available?
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Post by Palyarmerc Tue 28 May 2013, 00:19

Jeez I'm getting to be a grumpy old man. My eyes hurt.
Do this old grump a favour (is it just me? but) The code method of posting is OK but it hurts my eyes, any chance you could 'quote' it instead?

Better still, I can just back-up my original and you post your whole modified file? Tha'td be easier. I'd swear a lot less and not scare my cat.

Thanks tongue
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Post by Regg Tue 28 May 2013, 00:31

Got a problem with green text on white backgrounds?!? Razz

I agree that the forum template could use a little work in that department. Alas, I'm just a moderator...
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Post by John J. Stevens Tue 28 May 2013, 11:21

we might know people that can provide some admin access for template tweaking /wink/
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Post by TheGeneral Tue 28 May 2013, 11:49

I've wanted to get the code to look like the OFDR Editor from day 1. But I can't work it out. Regg if you can do this then I'll gladly give you admin rights to it if you are up for it.

This topic could have been suited for a complete separate thread though. Rolling Eyes
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Post by Palyarmerc Tue 28 May 2013, 19:01

Could be just a case of changing the css file.
Right click a page with code on it to view page source and stylesheet references is one way

http://help.forumotion.com/t117944-changing-the-color-for-code-code
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Post by gtaekwondo33 Tue 28 May 2013, 23:34

Hello Guys ....This should help the new comers to this game, for realism on Ai give this a look. Put this whole code in your moralevalues file...I have worked some numbers in here this should help I notice a great deal of improvement. P.S. Remember to copy your morale file first in case you want to change it back....


Code:
<morale>
  <!--regeneration rate - morale recovery points per second-->
  <property name="regeneration_rate"        value="15" />
  <!--hold time - after a negative morale won't recover for x seconds-->
  <property name="hold_time"                value="15" />
  <!--experience multipliers - percentage modifiers to absolute morale values, 0 is no effect-->
  <!---0.25 changes a +10 modifier to +7.5 and a -10 modifier to -12.5 -->
  <!--+0.25 changes a +10 modifier to +12.5 and a -10 modifier to -7.5 -->
  <property name="green_modifier"          value="-5.0" />
  <property name="regular_modifier"        value="0"    />
  <property name="veteran_modifier"        value="2.5"  />
  <property name="elite_modifier"          value="5.0"  />
  <!--Morale state bands - minimum value for each state-->
  <!--State_Max is the absolute limit and not a state in its own right-->
  <property name="State_None"              value="0"  />
  <property name="State_Broken"            value="5"  />
  <property name="State_Breaking"          value="40"  />
  <property name="State_Failing"            value="60"  />
  <property name="State_Lowering"          value="85"  />
  <property name="State_Full"              value="95"  />
  <property name="State_Max"                value="100" />
  <!--state values - values applied per second -->
  <property name="InCover_Mod"              value="5.0" />
  <property name="Pinned"                  value="-21" />
  <property name="Suppressed"              value="-19" /> 
  <!--event values - combat/self - values applied once on event-->
  <property name="Light_Wound"              value="-15"  />
  <property name="Serious_Wound"            value="-25" />
  <property name="Low_Ammo"                value="-40" />
  <property name="No_Ammo"                  value="-60" />
  <!--event values - enemy-->
  <property name="target_Light_wound"      value="10"  />
  <property name="target_Serious_Wound"    value="20"  />
  <property name="target_Killed"            value="40"  />
  <!--event values - Fire Team state modifiers are adjusted based on the number of fire team members in each state-->
  <!--and then applied across all team members. The values listed are for when all members of the fire team are in the-->
  <!-- given state. When 50% of the fire team memebers are in a state then 50% of the modifier is applied to the fire team-->
  <!--The fire team modifier is applied to the individuals morale level-->
  <!--when calculating their morale state but does not modify their morale directly-->
  <property name="FT_Ally_Light_Wound"      value="-15"  />
  <property name="FT_Ally_Serious_Wound"    value="-25"  />
  <property name="FT_Ally_Killed"          value="-60" />
  <!--fire team events, applied to individuals of other fire teams in range when a fire team triggers an event-->
  <property name="Allied_FT_Fallback"      value="-25" />
  <property name="Enemy_FT_Fallback"        value="20" />
  <property name="FT_Detection_Range"      value="32" /> 
</morale>
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