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Realistic AI firefight


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alpha125rbf
alpha125rbf

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#1

Posted 25 August 2007 - 10:08

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





.kju -PvPscene-
.kju -PvPscene-

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#2

Posted 25 August 2007 - 10:52

finally someone is going for AI values Posted Image
excellent effort alpha125rbf!



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stun
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#3

Posted 25 August 2007 - 10:53

Hi

the link isn't working

Malick
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#4

Posted 25 August 2007 - 10:54

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 ?

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mrj-fin
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#5

Posted 25 August 2007 - 10:59

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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Malick
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#6

Posted 25 August 2007 - 11:19

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

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Maddmatt
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#7

Posted 25 August 2007 - 11:27

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.

alpha125rbf
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#8

Posted 25 August 2007 - 12:53

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. Posted Image

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





Maddmatt
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#9

Posted 25 August 2007 - 14:54

Ok. Good to know! I will see what I can do in the future. Posted Image

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... Posted Image 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.

Malick
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#10

Posted 25 August 2007 - 15:02

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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NeMeSiS
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#11

Posted 25 August 2007 - 15:08

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 Posted Image )

PVT.Killer1
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#12

Posted 25 August 2007 - 16:41

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

It was something like skinfile or something.
Posted Image

alpha125rbf
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#13

Posted 25 August 2007 - 17:23

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.

alpha125rbf
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#14

Posted 26 August 2007 - 20:40

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





Sevan
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#15

Posted 26 August 2007 - 23:57

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!! Posted Image

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.





william1
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#16

Posted 27 August 2007 - 07:35

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





Malick
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#17

Posted 27 August 2007 - 08:34

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.

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alpha125rbf
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#18

Posted 27 August 2007 - 09:51

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 {
Posted Image sensitivity = 25; Posted Image
/*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.





Malick
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#19

Posted 27 August 2007 - 12:29

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.

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alpha125rbf
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#20

Posted 27 August 2007 - 14:02

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...