Author Topic: 2.26 compatible (beta version) AI minimod  (Read 9451 times)

Offline djinn

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Re: 2.26 compatible (beta version) AI minimod
« Reply #30 on: 30-06-2010, 08:06:10 »
Oh, and i think the beretta modullo 30 should also fire only when prone. It makes the italians too deadly to defeat esp. In hyacinth and giarabub. And i think that mg isnt so in multiplayer.
/Are you adding fixes to commander AI, drawde?
/I wonder if its possible for bots to fire rifles slower. I can swear they did in 2.2.

Anyone know if Leagion is reachable. If we could get that guy to give us some help, I'm sure we could perfect tanks firing both mobile and stationary... And maybe, get other useful solutions

Great joa Drawde. I'm just dying to see howitzers in action. You really hold this group together.

Offline Devilman

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Re: 2.26 compatible (beta version) AI minimod
« Reply #31 on: 30-06-2010, 08:06:03 »

Devilman. Any thoughts on how to make the rockets work?


Everything a bot shoots at,(and how much) is controlled by the vehicles/weapons AI file
The main problem with bots not attacking as one would like,"can" be that the targets/distances in the AI file overlap too much,which can tend to confuse bots,and too many types of targets are selected

Can you tell me the exact name of which vehicles arent using which weapons,on which kind of targets ?

Offline djinn

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Re: 2.26 compatible (beta version) AI minimod
« Reply #32 on: 30-06-2010, 09:06:06 »
Thunderbolt and hurricane. Both using rockets against ground targets: armored tanks, static guns and other ground vehicles

Offline Devilman

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Re: 2.26 compatible (beta version) AI minimod
« Reply #33 on: 30-06-2010, 09:06:22 »
'exact name"
i dont see any Thunderbolt in the vehicle folder,and the 2 hurricanes i do see,neither of them have rockets

Offline djinn

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Re: 2.26 compatible (beta version) AI minimod
« Reply #34 on: 30-06-2010, 09:06:49 »
Oops, not the hurricane.

Ok, its 'Typhoon_mk1b_late'

and,

'p47_d', that's the thunderbolt. There are 2 of them, one with rockets and one without. But i cant see the distinction in the files.

Offline Devilman

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Re: 2.26 compatible (beta version) AI minimod
« Reply #35 on: 30-06-2010, 10:06:58 »
Hmmm,the Typhoon tweak file shows 120 rpm,the AI file shows 1800,not sure if that makes a difference

First off,i would remove the MG,so the only weapon left is the rockets,to assure any issues
in the tweak,change this
ObjectTemplate.addTemplate typhoon_mk1b_late_Cannons1
to this
rem ObjectTemplate.addTemplate typhoon_mk1b_late_Cannons1

let me know the outcome


The P-47D also has the same problem with different fire rates

Both vehicle has the MG coded to be used from
weaponTemplate.minRange 5.0
weaponTemplate.maxRange 500.0

and the rockets are
weaponTemplate.minRange 500.0
weaponTemplate.maxRange 1000.0

Note..both vehicles have their rocket velocity at
ObjectTemplate.velocity 175
which is very low,also with no set time to live
it would use an unknown setting for time
which i would say is much less the minimun required time of at least 3 seconds
so the bot may calculate the set minimum shooting distance combined with the low velocity,and not fire at all
i would suggest lowering both engaging distances and increasing rocket velocity


i think the chance of hitting something with the MG at 500 meters is very slim,also,but not sure if there is a default setting for damage lost over distance

but first remove the MG,as explained above
set the rocket AI to this,and change rocket velocity to about 600


rem * Rockets*
weaponTemplate.create Typhoon_Rockets
weaponTemplate.indirect 0
weaponTemplate.minRange 30.0
weaponTemplate.maxRange 500.0
weaponTemplate.setStrength Infantry    0.0
weaponTemplate.setStrength LightArmour 20.0
weaponTemplate.setStrength HeavyArmour 30.0
weaponTemplate.setStrength NavalArmour 10.0
weaponTemplate.setStrength Helicopter  0.0
weaponTemplate.setStrength Airplane    0.0
weaponTemplate.fireRate 120
weaponTemplate.allowedDeviation 5.0
weaponTemplate.deviationCorrectionTime 0.5
weaponTemplate.deviation 1.0

Offline djinn

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Re: 2.26 compatible (beta version) AI minimod
« Reply #36 on: 30-06-2010, 10:06:39 »
Drawde, something to try out :-)

Offline cannonfodder

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Re: 2.26 compatible (beta version) AI minimod
« Reply #37 on: 30-06-2010, 13:06:45 »
...let me know the outcome...
Tried disabling the MG's...no luck.

Then I changed the AI and velocity...still no luck.

The Typhoon on Totalize just flies around diving at ground targets, but doing nothing but spotting... :-\

Offline Devilman

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Re: 2.26 compatible (beta version) AI minimod
« Reply #38 on: 30-06-2010, 13:06:27 »
Do the rockets fire for humans ?
Did you set both fire rates to the same number (tweak & AI) ?
Is there another plane that has working rockets ?
Do the bots fire the MG's on the planes, that bots dont fire rockets in ?

Offline cannonfodder

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Re: 2.26 compatible (beta version) AI minimod
« Reply #39 on: 30-06-2010, 15:06:20 »
Do the rockets fire for humans ?...
Yes.

Quote
...Did you set both fire rates to the same number (tweak & AI) ?...
No, but now that I look at the tweak, I'm not sure which line to change... :-\

Rounds per minute is 120 (same as the fire rate in the AI file). I notice the MG's AI fire rate is 600, whereas the rounds per minute in the tweak is 900.

Wouldn't the fire rate of 1 mean that the weapon can only fire a single round at a time, even though it fires the projectiles from multiple points?
Quote
ObjectTemplate.create GenericFireArm typhoon_mk1b_late_WingRockets
ObjectTemplate.modifiedByUser "Phil"
ObjectTemplate.createdInEditor 1
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\bomb.tga
ObjectTemplate.weaponHud.hasFireRate 0
ObjectTemplate.weaponHud.addShowOnCamMode 2
ObjectTemplate.weaponHud.guiIndex -1
ObjectTemplate.weaponHud.altGuiIndex 1006
rem ---EndComp ---
rem ---BeginComp:MultiFireComp ---
ObjectTemplate.createComponent MultiFireComp
ObjectTemplate.fire.roundsPerMinute 120
ObjectTemplate.fire.fireInput PIAltFire
ObjectTemplate.fire.addFireRate 1
ObjectTemplate.fire.burstSize 2
ObjectTemplate.fire.useDummyProjectiles 1
ObjectTemplate.fire.addBarrelName rp3_rocket_dummy
rem ---EndComp ---


Quote
...Is there another plane that has working rockets ?...
Not that I know of.

Quote
...Do the bots fire the MG's on the planes, that bots dont fire rockets in ?...
Umm...not sure. I'll have to check that.

Offline Devilman

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Re: 2.26 compatible (beta version) AI minimod
« Reply #40 on: 30-06-2010, 15:06:13 »
Look in the vehicles/AI/weapons file,should match the rounds per minute,in the tweak file as you posted
try a few different numbers upto 900

rem * Rockets*
weaponTemplate.create Typhoon_Rockets
weaponTemplate.indirect 0
weaponTemplate.minRange 30.0
weaponTemplate.maxRange 500.0
weaponTemplate.setStrength Infantry    0.0
weaponTemplate.setStrength LightArmour 20.0
weaponTemplate.setStrength HeavyArmour 30.0
weaponTemplate.setStrength NavalArmour 10.0
weaponTemplate.setStrength Helicopter  0.0
weaponTemplate.setStrength Airplane    0.0
weaponTemplate.fireRate 120<<<<<<<<<<<<<<<<<<<<<<<<<<
weaponTemplate.allowedDeviation 5.0
weaponTemplate.deviationCorrectionTime 0.5
weaponTemplate.deviation 1.0

i just noticed the rockets fire rate is 1
that means 1 mouse click,3 rockets,very unusual
most use fire rate 2,try changing it to
ObjectTemplate.fire.addFireRate 1

Offline djinn

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Re: 2.26 compatible (beta version) AI minimod
« Reply #41 on: 30-06-2010, 16:06:17 »
Bots do fire cannons (typhoon) and mgs (thunderbolt) from those planes, at least at other planes

Offline Drawde

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Re: 2.26 compatible (beta version) AI minimod
« Reply #42 on: 30-06-2010, 22:06:39 »
Don't have time to post more now (will do tomorrow hopefully) but will definitely have a look at the suggested fixes for plane rockets. Removing the MGs/cannons is a good idea, probably not necessary to remove the weapon itself, just its AI template so the bots ignore it.
All the rocket-armed planes seem to fire their guns OK, just not rockets. Also, my current AI target priority settings have a  very clear distinction between rockets and guns (the latter only used vs. infantry/unarmoured vehicles, rockets have a high priority vs. heavy armour) same as with bombs, which the AI has no problems using.

Regarding the 88 range on Totalise, the problem is really more the bots being able to see through vegetation/scenery rather than the range of the gun.  Reducing this would only be a partial fix and would prevent bots from firing at long range at targets that aren't obscured... I think this is one aspect of the AI that we'll just have to put up with.

Offline Devilman

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Re: 2.26 compatible (beta version) AI minimod
« Reply #43 on: 01-07-2010, 04:07:08 »
How about Clivewils baby,the AIX_P51D
That must use its rockets ?

Offline djinn

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Re: 2.26 compatible (beta version) AI minimod
« Reply #44 on: 01-07-2010, 11:07:16 »
Also, can destroyed vehicles be made to last as long as in multiplayer, if not a tad longer. Not essential, but it definitely adds something for a destroyed plane to crash rather than blow up in middair.
And destroyed vehicles are useful cover and add scope to battles.

I actually wish that after this release, we'd try to figure out how to make static guns like multiplayer, fixable and not respawns so that the battles are more tactical. Bot-made versions of everything lose health and blow up once abondoned. Multiplayer versions do not, in most cases.

And please don't forget to make the breda modello 30 only-prone fired. It absolutely makes the italians commandos and too strong. I'd say, do this for AT rifles also. At least those 2 for the next release