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Singleplayer and Coop / List of SP AI issues in 2.3 (with some fixes)
« on: 31-01-2011, 19:01:33 »
Apologies for my long absence from the forum - after 2.3 was released I thought my AI modding work wasn't needed any more, and to be honest I'd got fairly "burned out" with FH2 after repeatedly playtesting maps to find AI issues, and decided to take a break!
However, over the last couple of weeks I've been playing some of the new maps as well as looking through the 2.3 data files and comparing them with the old 2.26 AI minimod. It looks like a lot of the AI problems in 2.3 will be a simple fix, though others I'm not sure about.
Here's a list of the issues I've found and what needs to be done to fix them (thanks to Djinn for the initial list of issues).
Hopefully some of the info here will help Remick04 and the other SP developers fix these issues for the next FH2 version; I'll probably also release a new 2.3 version of my AI minimod (much reduced in size from the 2.26 version as a lot less needs fixing!), as well as the Stuka dive siren mod as a seperate release.
Tanks not firing the right shell types: A number of tanks/AFVs don't fire HE or special AP shells as the aiTemplate for these weapons is either missing or commented out via "rem". The ones I know of are:
GB Achilles, Cromwell, M3 Grant, M3 Stuart, M4A1, Sherman V and VC
US M4A1, M4A1/76, M4A1_eu, M5 Stuart, M10, M24 Chaffee
DE Panther A, Panther G, PzIIIN France, PzIVF2, PzIVH
A number of tanks also have the misspelling "Infantery" in their weapons.ai file. Don't know if this actually affects the AI or not; this bug(?) dates back to the original BF1942.
The Pz.IVD and F1 also share the AI template for the PzIVH, despite having a different main gun and shell types.
M16 MGMC not firing at aircraft: This vehicle uses the AI for the M3 halftrack, the gunner AI for this has very limited rotation/elevation limits although it's capable of firing at planes. The vehicle also has the same temperature and attack/defence value as the M3 so bots aren't particularly inclined to use it. Probably the best fix is a new AI template for the M16 with 360' rotation for the gunner position and increased temperature for both crew positions.
The M51 (static quad .50 AA) uses the AI for the Flakvierling, which works fine.
Crusader AA not firing at aircraft: This vehicle does have its own AI files in 2.3 (crusadermk3AAAI) but it doesn't use them - the aiTemplate assigned in crusadermk3_aa.tweak is that of the standard Crusader tank.
Flak88 looping fire sound: For the 3rd-person firing sound script (e.g S_flak18_barrel_Fire3P) change "ObjectTemplate.loopCount" to "0". A simple fix but needs to be done for all shell types of all 6 Flak88 variants!
Bot use of deployable MGs: haven't looked into this yet, when I play I don't use deployables that often and don't usually leave them to bots when I do! But I'll try and have a look at this later.
Map-specific problems (other than pathfinding/AI commander issues): The British mortars in Villers Bocage are the non-AI type. Probably more map issues out there but this is the only significant one I've found so far.
Some other minor issues:
The KWK 5cm (found on Port en Bessin, not sure if it's on any other maps) has the "Fixed" rather than "FixedGun" AI setting, so bots usually bail from it before they get the chance to shoot at anything.
The Bren AA weapon (bren_std.tweak) uses the aiTemplate for the standard Bren, although it has its own aiTemplate (BrenAAGun_AI) which is only permitted to fire at aircraft (otherwise bots waste time trying to track ground targets they can't fire at)
Some tank coaxial MGs have a minimum range of 5.0 which prevents them firing at close range
Bots don't use the Geballte Ladung AT charge: the weapon has no aiTemplate assigned in the .tweak file. (should be geballteladung_AI)
Bots rarely seem to use hand grenades against infantry.
Universal Carrier AI has very low temperature settings for crew positions (so bots are less likely to use it) also passenger positions have a fairly high defensive StrategicStrength (so less likely to bail when needed elsewhere). Other transport vehicles may have similar problems (haven't checked them all yet).
The Universal Carrier with Vickers MG uses the same AI for the Vickers as for the front gun (so it can't rotate 360').
Wespe doesn't have its own AI - haven't seen this in action yet (what map(s) is it in?) so I don't know whether the standard LeFH18 AI will be adequate or not to get bots to use it correctly.
The Wasp Universal Carrier also lacks its own vehicle AI, though it does have weapon AI. (the standard UC AI still works with the Wasp, but the gunner position probably needs a higher temperature and AntiAircraft=0 setting)
Also some AI issues which are unchanged from 2.26 - there are plenty more but these are a couple that come to mind:
- Bots still seem to be unable to use anti-tank rifles.
- Bots don't respond to radio commands.
I'll post any more issues here when I find them!
However, over the last couple of weeks I've been playing some of the new maps as well as looking through the 2.3 data files and comparing them with the old 2.26 AI minimod. It looks like a lot of the AI problems in 2.3 will be a simple fix, though others I'm not sure about.
Here's a list of the issues I've found and what needs to be done to fix them (thanks to Djinn for the initial list of issues).
Hopefully some of the info here will help Remick04 and the other SP developers fix these issues for the next FH2 version; I'll probably also release a new 2.3 version of my AI minimod (much reduced in size from the 2.26 version as a lot less needs fixing!), as well as the Stuka dive siren mod as a seperate release.
Tanks not firing the right shell types: A number of tanks/AFVs don't fire HE or special AP shells as the aiTemplate for these weapons is either missing or commented out via "rem". The ones I know of are:
GB Achilles, Cromwell, M3 Grant, M3 Stuart, M4A1, Sherman V and VC
US M4A1, M4A1/76, M4A1_eu, M5 Stuart, M10, M24 Chaffee
DE Panther A, Panther G, PzIIIN France, PzIVF2, PzIVH
A number of tanks also have the misspelling "Infantery" in their weapons.ai file. Don't know if this actually affects the AI or not; this bug(?) dates back to the original BF1942.
The Pz.IVD and F1 also share the AI template for the PzIVH, despite having a different main gun and shell types.
M16 MGMC not firing at aircraft: This vehicle uses the AI for the M3 halftrack, the gunner AI for this has very limited rotation/elevation limits although it's capable of firing at planes. The vehicle also has the same temperature and attack/defence value as the M3 so bots aren't particularly inclined to use it. Probably the best fix is a new AI template for the M16 with 360' rotation for the gunner position and increased temperature for both crew positions.
The M51 (static quad .50 AA) uses the AI for the Flakvierling, which works fine.
Crusader AA not firing at aircraft: This vehicle does have its own AI files in 2.3 (crusadermk3AAAI) but it doesn't use them - the aiTemplate assigned in crusadermk3_aa.tweak is that of the standard Crusader tank.
Flak88 looping fire sound: For the 3rd-person firing sound script (e.g S_flak18_barrel_Fire3P) change "ObjectTemplate.loopCount" to "0". A simple fix but needs to be done for all shell types of all 6 Flak88 variants!
Bot use of deployable MGs: haven't looked into this yet, when I play I don't use deployables that often and don't usually leave them to bots when I do! But I'll try and have a look at this later.
Map-specific problems (other than pathfinding/AI commander issues): The British mortars in Villers Bocage are the non-AI type. Probably more map issues out there but this is the only significant one I've found so far.
Some other minor issues:
The KWK 5cm (found on Port en Bessin, not sure if it's on any other maps) has the "Fixed" rather than "FixedGun" AI setting, so bots usually bail from it before they get the chance to shoot at anything.
The Bren AA weapon (bren_std.tweak) uses the aiTemplate for the standard Bren, although it has its own aiTemplate (BrenAAGun_AI) which is only permitted to fire at aircraft (otherwise bots waste time trying to track ground targets they can't fire at)
Some tank coaxial MGs have a minimum range of 5.0 which prevents them firing at close range
Bots don't use the Geballte Ladung AT charge: the weapon has no aiTemplate assigned in the .tweak file. (should be geballteladung_AI)
Bots rarely seem to use hand grenades against infantry.
Universal Carrier AI has very low temperature settings for crew positions (so bots are less likely to use it) also passenger positions have a fairly high defensive StrategicStrength (so less likely to bail when needed elsewhere). Other transport vehicles may have similar problems (haven't checked them all yet).
The Universal Carrier with Vickers MG uses the same AI for the Vickers as for the front gun (so it can't rotate 360').
Wespe doesn't have its own AI - haven't seen this in action yet (what map(s) is it in?) so I don't know whether the standard LeFH18 AI will be adequate or not to get bots to use it correctly.
The Wasp Universal Carrier also lacks its own vehicle AI, though it does have weapon AI. (the standard UC AI still works with the Wasp, but the gunner position probably needs a higher temperature and AntiAircraft=0 setting)
Also some AI issues which are unchanged from 2.26 - there are plenty more but these are a couple that come to mind:
- Bots still seem to be unable to use anti-tank rifles.
- Bots don't respond to radio commands.
I'll post any more issues here when I find them!