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Offline lendrom

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Upgraded AI
« on: 03 Apr 2003, 09:54:23 »
Has anyone thought about making a script that would upgrade AI of soldiers? I mean to make something like in Close Combat - soldiers would cover under fire, if they were suppressed or pinned down, would surrender if they whole team was down (randomly of course); would be stunned after nearby explosion; would take primary team's weapon (for example bazooka) if the man carring it died etc. I tryed sth like this on my own but I have very little free time and I lack in skills :'(. What I noticed the problems I had were 1) to high accuracy of soldiers (they hit their target too easly) 2) there's no covering fire - soldiers always shot directly at their targets (never just in direction of the enemy) 3) I don't know how to detect if soldier is fired upon (there's eventhandler "hit" but there's no "firedupon" :) - but there must be sth like that - computer detects if group is fired upon and leader radios to its team: "Under fire!" 4) I don't know if such a AI upgrade would not affect too much on speed of the game.
I think that adding that kind of script combined with lowerig accuracy of weapons (look at NAM pack - there are real firefights) would bring a new expirence to OFP.
Blessed are those who have nothing to say and yet they remain silent.

tankieboy

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Re:Upgraded AI
« Reply #1 on: 08 Apr 2003, 12:29:29 »
Improved AI Script Bremmer 1.0

Yahoo

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Re:Upgraded AI
« Reply #2 on: 08 Apr 2003, 17:35:44 »
 Speaking of Bremmer does any one know the status of v2.00 of his AI upgrade ???   ???  ???

Offline lendrom

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Re:Upgraded AI
« Reply #3 on: 08 Apr 2003, 21:24:51 »
But Bremmer's script is intended for groups - whole groups are retreating etc. I mean script for particular soldiers - they would panic, surrender, do not obey commander's orders... could be added new sounds for those behaviours (in Bremmer's script there are random sounds and when you know English or Russian a bit it's ....well ....funny   ;). I think that would help in a way to solve one of (imho) flaws in ofp - lack of long firefights - it's simple - soldiers panic, cover - they shoot less, less people gets killed  ;D
Blessed are those who have nothing to say and yet they remain silent.

Rappy

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Re:Upgraded AI
« Reply #4 on: 08 Apr 2003, 22:11:49 »
there was a script around somewhere which made soldiers less accurate thus extending firefights.

You could combine that with random surrender (I actually was working on this for some time until I decided I dont need it, had em surrender randomly depending on wounds and enemies/allies, but stopped somewhere at one point cos I decided it was not a good idea to bring this into a mp map where you want your soldiers not to surrender when you set em to ambush an enemy squad for example and as he sees 10+ guys he surrenders)

+ I had some probs with unsurrendering if I remember correctly.

Bremmer

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Re:Upgraded AI
« Reply #5 on: 11 Apr 2003, 14:04:30 »
Quote
Speaking of Bremmer does any one know the status of v2.00 of his AI upgrade      

Hello  :wave:

The v1.1 version of the script was actually finished a long time ago, but I have been really busy and hadn't had the chance to fully beta-test and add the finishing touches yet (sample missions etc).

In the last couple of weeks I've started tinkering again and am now happy that the code is sound (some new scripting features that appeared while I was writing the script could make the code a lot neater, but I don't really want to change things now that they work OK).

The new script should be easier to use and contains a few new features and improvements. Most importantly groups can now independantly choose to advance or retreat from an enemy, seek cover, or split up into two or three smaller groups and try to outflank the opposition dependant upon the percieved enemy strenght and the ai groups morale. I'm not going to pretend that it makes them more worthy adversaries, but it does add an element of randomness to combat.

I expect to submit it to the depo sometime next week.

Thanks for the interest.

 :)

[edit]
Quote
in Bremmer's script there are random sounds and when you know English or Russian a bit it's ....well ....funny  

Yeah, I know! I was restricted to the sound files integral to OFP, and there not the greatest selection of battlefield cries.  Using custom sounds would require a seperate description.ext and sound folder, and I wanted to keep the script as a single item that was simple to drop into any mission.  If anyone is interested in creating custom sound files (both english and russian) then please IM me - its something I would like as well.

Unfortunately my Aberdonian acent doesn't fit very well with the US/USSR background  ;D [/edit]
« Last Edit: 11 Apr 2003, 14:22:12 by Bremmer »

tankieboy

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Re:Upgraded AI
« Reply #6 on: 11 Apr 2003, 14:16:44 »
woot

Yahoo

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Re:Upgraded AI
« Reply #7 on: 11 Apr 2003, 14:16:46 »
Thanks for responding  ;D