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alpha125rbf

Realistic AI firefight

65 posts in this topic

I was always disaffected by the ArmA AI configuration. In fact nothing was improved since the OPF 1.96 patch.

In that point I understand BIS: ArmA should be played by the masses and not only by OPF veterans, the increasing of Ai skill can have negative popularity effect on that game. A newcomer to OPF will get shot very frequently – and can get disappointed very fast.

For the majority of people AI is not the big matter of the game. (My exp.) Most of people prefer to have good missions rather than “better†soldiers. I can’t improve the AI combat tactics; this is not possible without the VBS2 tools. (In the VBS vid you can see that it is possible to program fight tactics to a unit.)

For me it was important to improve the instant fights self-made in the mission editor. I play with super Ai on, but before the tweaking it was not a big problem to kill an entire squad of infantry alone. Now it is more difficult.

So I tried to fix some AI battle issues as:

- Firefight ranges

- Awareness of troops

- Rates of fire // now removed

For AI soldiers.

This is simply to do:

1. The “sensitivity†of a soldier class has to be increased.

(2. Bigger weapons max ranges, decrease the RateOfFire for that ranges. // now removed)

Now I have firefights at greater ranges – and faster enemy detection. The snipers and MGs have become more dangerous… The campaign was made for another Ai, don’t wonder if you can’t play so easy any more.

/////////////////////////////////////////////////////////////////

How to make a mod folder:

Make a folder called MY_MOD in the ArmA directory, place the 2 files from the .zip in the ArmA/MY_MOD/ADDONS folder.

Add to Arma shortcut: E:\ArmA\arma.exe -mod=MY_MOD; -nosplash

And enjoy the tweaked ArmA AI.

/////////////////////////////////////////////////////////////////

Remember: this small addon is just an alpha. It does not make the Ai smarter, they only shoot faster and long range.

! ! ! ! !

Do not forget to delete both files when the 1.09 patch is out! The BIS will definetly update configs of weapons.pbo or characters.pbo, then my files will cause problems. Will be there an error message?! I don't know...

! ! ! ! !

Actually I was not making an ArmA addon for the big community news, but if more people try this tweak out – I have nothing against it. Just remember: this is the ADDONS & MODS: DISCUSSION FORUM, don’t blame me for game balance violation and errors…

All suggestions and hints are welcome here.

UPDATED TO 0.02.

Mirrors:

Download 1

Download 2

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finally someone is going for AI values notworthy.gif

excellent effort alpha125rbf!

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How have you done that tweaking ?

Is it just some values changed in the config, like awareness, precision etc.. Or have tweaked some FSM to do that ?

Malick

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There hasnt been any of released modidied AI files to arma yet so I am rly grateful to ur works. And BTW where can I find this VBS2 tools? I mean isnt BIS released anything that kind of tools to ArmA. Or is the tools u are using dedicate to VBS2 and forbitten to use with arma?

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The released tools are for ArmA community. The tool he is speaking about is dedicated to VBS2, hence, a costly tool wink_o.gif

Malick

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I can’t improve the AI combat tactics; this is not possible without the VBS2 tools. (In the VBS vid you can see that it is possible to program fight tactics to a unit.)...

Rubbish, you don't need any VBS2 tools to edit the ArmA AI. Do a little research into *.fsm files. There are even a couple community tools to make editing them easier.

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Quote[/b] ]the link isn't working

You have to wait 10 seconds, then click download. I tried out, for me it works fine. But I have download problems sometimes too (because of the router...).

Quote[/b] ]Rubbish, you don't need any VBS2 tools to edit the ArmA AI. Do a little research into *.fsm files. There are even a couple community tools to make editing them easier.

Ok. Good to know! I will see what I can do in the future. whistle.gif

Quote[/b] ]Or have tweaked some FSM to do that?

I just changed some values in weapons config.cpp and characters config.cpp.

No I actually had no idea of FSM files... smile_o.gif I will try to tweak them in the future.

I found a good tutorial here.

I remember FFUR 2007 had a tweaked AI behavior. The Ai was very aggressive, but as always 2 defenders tried to run out of cover and attack 50 attacking units (in 30 sec. self-made mission).

Quote[/b] ]And BTW where can I find this VBS2 tools?

You can buy them... But they are very expensive. I just watched this vid

And thought how better ArmA could be. confused_o.gif

(The vid hangs in the middle, so I downloaded it with http://keepvid.com/ ) xmas_o.gif

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Ok. Good to know! I will see what I can do in the future. whistle.gif

Quote[/b] ]Or have tweaked some FSM to do that?

I just changed some values in weapons config.cpp and characters config.cpp.

No I actually had no idea of FSM files... smile_o.gif I will try to tweak them in the future.

If you can improve AI through FSM that would be pretty cool. Don't think anyone has done it yet. Fleas FSM editor (look here for it) might be useful. There is also the one by Crashdome there.

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If you can improve AI through FSM that would be pretty cool. Don't think anyone has done it yet. Fleas FSM editor (look here for it) might be useful. There is also the one by Crashdome there.

MaddMatt, do you know where the AI FSM are saved ? I have found some FSM in [edit] characters.pbo (formation), but can't figure where the rest is, or if the ones I found are even called by ArmA...

Malick

[edit] My bad, it was characters.pbo...

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If you can improve AI through FSM that would be pretty cool. Don't think anyone has done it yet. Fleas FSM editor (look here for it) might be useful. There is also the one by Crashdome there.

MaddMatt, do you know where the AI FSM are saved ? I have found some FSM in ca.pbo (formation), but can't figure where the rest is, or if the ones I found are even called by ArmA...

Malick

Characters.pbo, but iirc they arent called by default, you need to change the fomation=blabla under the CAman class (Or something, its a bit vague in my memory tounge2.gif )

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I tried downloading the file but some big porn player came up covering the download button.

It was something like skinfile or something.

crazy_o.gif

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Quote[/b] ]I tried downloading the file but some big porn player came up covering the download button.

It was something like skinfile or something.

2 Mirror added. Pity that you can't upload small files at this site. Today disc space and good internet connection are not that expensive.

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My first ArmA addon.

This small tweak allows the AI soldiers to detect units faster and at greater ranges. This will increase the difficulty of the game.

Without installing this Tweak you can make an experimental mission: Just place enemy soldier (or enemy squad) in front of you at the airfield, place the “move†order at the enemy leader for your soldier and run at them. The “move†waypoint will show you how far away you are, and you can see their reaction with scope - binocular or eye. (Really good weather, sun shining, can see the area in about 1400m radius.) It’s a pity, but in the ArmA 1.08 version the enemy AI attacks you at a range about 200m. In fact it depends on the soldier you chose: Special Forces Operators and snipers have better camouflage value, and they will be harder detected.

With the sensitivity value increased (what I did here) the enemy reacts quicker now (because they see you at bigger range). The attacking range is now about 500m, what is far more realistic than the 200m.

When you see the enemy as a moving point? It depends on your screen resolution! So if you play with less than 1024*840 pixels it might be unfair that the enemy sees you first.

INSTALLATION:

Place the “AI_DET_RANGE.pbo†in your ARMA/ADDONS or ARMA/MOD/ADDONS folder and enjoy.

REMOVE MY OLD FILES

If you have tried out my first version, please delete it. (Delete/ Remove “characters.pbo†and “weapons.pbo†from your ARMA/MOD/ADDONS folder; I afraid they will cause errors when the future ARMA patch comes out. Hint: Both files are under 1 MB. Check that.)

Feel free to modify my addon, and feel free to publish it.

Don’t blame me or BIS for errors or damage, this file could (in)possibly made. Use it on your own risk and fun.

Alpha125RBF

26.8.2007

Mirrors:

Download 1

Download 2

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nice quick update.

your first release would cause my ArmA to crash at start up.

I've been looking for something like this. Many times in ArmA you have a period where you are free to engage the enemy, without fear of them shooting back till they get within 200m.

edit: this mod is great!! notworthy.gif

I replayed an "Clean Sweep" type mission I made some days ago. It was a completly different experiance. Much more realistic fire fights.

Does the mod change AI accuracy? I would expect them to be less accurate at these longer ranges.

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quite interesting mod indeed, now the firefights begin much sooner and the battles are more dynamic with bullets flying everywhere , i like it smile_o.gif

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The previous addon made ArmA CTD for me too...

So you changed only the AI detection range in config ? I prefer no weapons tweaked, my personal liking.

I'll test it tonight.

Malick

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Quote[/b] ]Does the mod change AI accuracy? I would expect them to be less accurate at these longer ranges.

No, in fact I changed ounly one parameter: Thats all I did in the second version:

Quote[/b] ]/* by Alpha125RBF, VER 0.02 second alpha; AI TWEAKING */

class CfgPatches

{

class Paratroops_ALPHA

{

units[] = {};

weapons[] = {};

requiredVersion = 0.100000;

requiredAddons[] = {"CAData","CACharacters"};

};

};

class CfgVehicles

{

class man;

class CAManBase : Man {

smile_o.gif sensitivity = 25; smile_o.gif

/*DEFAULT WAS "sensitivity = 2", AI attacks you under 200m, (that was weak)*/

/* NOW ITS ABOUT 400 - 500m if you run at them without shooting*/

};

};

Quote[/b] ]So you changed only the AI detection range in config ? I prefer no weapons tweaked, my personal liking.

Jep, only the detection Range. I thought about weapons and had to realize weapon changes are for other mods, and I should not touch them! For myself I use "realistic weapon ballistics".

There should be only one weapon mod in your addons (if you use one). Its wrong to mix them up -because they won't work as desired- and other people make them better.

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OK, thanks for the tip on "sensitivity" coefficient.

Do you know other coefficient that we can tweak in order to improve AI behaviour ? Like, "precision", "cost" etc..

For example, I'm quite fed up to see my AT guys waste all their ammo on a lone machinegunner, and find ourselves with our pants down when armor shows up ! Maybe, by tweaking the "cost" value of some ammo (RPG, M136) the AI may consider twice before employing them on lower targets.

Malick

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Quote[/b] ]For example, I'm quite fed up to see my AT guys waste all their ammo on a lone machinegunner, and find ourselves with our pants down when armor shows up ! Maybe, by tweaking the "cost" value of some ammo (RPG, M136) the AI may consider twice before employing them on lower targets.

The idea was to let fire bots at the enemy soldiers and aircraft with RPGs. (Like it was shown in "Black Hawk Down" movie.) For fiering at men, fortifications, tranchers, RPG7 has HE ammo, AT4 has only one shot against tanks, then the tube is thrown away... In my first version I solved this problem adding both missles a bigger damage radius - some kind of HE ammunition.

Quote[/b] ]

class R_PG7V_AT : RocketBase {

indirectHit = 20;

-----> indirectHitRange = 5;

model = "\ca\weapons\PG7_Rocket";

timeToLive = 4.5;

cost = 2000;

maxSpeed = 295;

thrustTime = 1;

thrust = 500;

visibleFire = 28;

audibleFire = 16;

You can try to decrease the maxrange of the MissleLauncher, but in desert fight (campaign) AT soldiers will have no chances against tanks...

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Malick we will soon release the BETA version of PROPER AI Test

Framework. It's meant to give people a tool to tweak all AI related

settings easily.

In the end this should lead to great AI tweak packages like back

in ECP or WGL.

So just be patient a little longer and you can trying tweaking AI

yourself. smile_o.gif

sorry for "offtopic" alpha125rbf!

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All this is very interesting indeed.

I'm glad to know that people are actually working on AI tweaks (config values changing as opposed to FSM editing) and that it will be made available to every one.

That is not totally off topic, as alpha125rbf is trying to tweak it by himself. Maybe we can all benefit from our trial and error experience here ?

I believe that ArmA will keep on getting better, thanks to BIS and its dedicated community. The coming months are really exciting !

Malick

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Quote[/b] ]Malick we will soon release the BETA version of PROPER AI Test

Framework. It's meant to give people a tool to tweak all AI related

settings easily.

In the end this should lead to great AI tweak packages like back

in ECP or WGL.

So just be patient a little longer and you can trying tweaking AI

yourself. smile_o.gif

Good to know. yay.gif

The thing was the small attack range really PISMEOF. I’m definitely not an add-on maker who wants to change or to modify everything. I like games where I have nothing to do, just play. (Now I play Russian version of STALKER - and I'm satisfied. It’s running on my system with (theoretically) 100 FPS, good atmosphere and balancing, clear difficulty level.

I have to like ArmA because I played OPF for a long time; it’s only good infantry simulator I know. But I can't enjoy ArmA without modifying it: 10 FPS in big forests, tanks shooting at other tanks with MG, bots who don't know what to do with an empty static machine gun and so on... and yes the attack ranges.

If another infantry-sim would have fewer bugs and be as good as ArmA, I wouldn’t be here. So for me regardless who of addon-makers make what (or BIS want to fix something) the main thing ArmA becomes playable and makes fun again! Feel free to modify what I did – and please use it if it helps to make the game better.

huh.gif

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This mod didn't work for me.The engagements still start around 200 meters, but i did see a difference in the way the machine gunners and snipers fought.I don't get why only half the mod works.

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Quote[/b] ]This mod didn't work for me.The engagements still start around 200 meters, but i did see a difference in the way the machine gunners and snipers fought.I don't get why only half the mod works.

I think its because of the gras! The enemy sees you - and fires at you while standing. After one second it lays at the ground. Because of gras (terrain settings very low, but gras through script present) the lying ai can't see and attack you, if you far away. Lying they see your head at about 200m distance. Then they fire again. Try the same situation at an stone textured airfield -and it should be different.

Another funny AmA bug. goodnight.gif

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