
YoGamerProductionz
Joined: Dec 21, 2011
I'm back and a noob at modding :(
|
Posted: Feb 18, 2012 07:56 PM
Msg. 1 of 5
Does anyone have an realistic AI settings? Like on Sapien? It would also be great if someone gives me an actor_variant who has a good setting on it too. Thanks! Bye.
|
|
|

NOBLE_X6
Joined: Jun 11, 2011
:PCtrolling:
|
Posted: Feb 18, 2012 10:46 PM
Msg. 2 of 5
exactly :)
|
|
|

YoGamerProductionz
Joined: Dec 21, 2011
I'm back and a noob at modding :(
|
Posted: Feb 18, 2012 11:44 PM
Msg. 3 of 5
Quote: --- Original message by: NOBLE_X6 exactly :) :P Okay.
|
|
|

ally
Joined: Jun 23, 2010
Aye Ready
|
Posted: Feb 19, 2012 04:18 AM
Msg. 4 of 5
yeah use the settings in the tag using guerilla.
All about a.i
.actor_variant tag
flags
can shoot while flying - Can shoot while in a vehicle interpolate color in HSV - No clue has unlimited grenades - has unlimited 'nades moveswitch stay w/ friends - Not entirely sure, but likely changing the movement type between running and crouching for actors in the same squad or encounter to stay close to each other active camouflage - AI uses active camo. I have never seen this work personally. super active camouflage - Better camo? This never seemed to work. cannot use ranged weapons - can only melee prefer passenger seat - prefer passenger seat
actor definition - defines tag explaining general unit behavior unit - allows for the physical structure of the unit to be selected major variant - occasionally, the engine wil decide to spawn a different version of the unit. This is where the major variant.actor_variant is chosen.
movement switching
movement type - run, crouch, or switch between the two initial crouch chance - chance to crouch (when spawned?) 0 = never. 1 = always crouch time - How long crouched run time - how long running (Personally, I have never been able to see any change when altering these values. This could be that the bipeds or actors I used were unsuited for movement switching.)
ranged combat
weapon - allows for the actor's weapon to be chosen. Choose from the weapons folder instead of the items collection, contrary to how a map is populated with arms maximum firing distance - max firing range rate of fire - number of times trigger is pulled per second projectile error - How many degrees from crosshair center projectile flies first burst delay time - Time before AI will shoot after acquiring target new-target firing pattern time - Time before AI will shoot at a new target after losing a previous one surprise delay time - Time before AI will react to stimulus of the surprise. This is probably in addition to the times above surprise fire-wildly time - Time that AI will shoot without aiming after being surprised death fire-wildly chance - Chance that AI will shoot randomly around while in the throes of death. 0 = never. 1 = always. death fire-wildly time - Time AI will shoot wildly while dying for desired combat range - AI will try to fight within this combat range, moving to stay within it. I have noticed that AI tend to to shoot at all when outside this range. custom stand gun offset - No clue custom crouch gun offset - No clue, but for crouching rather than standing :P target tracking - How well the AI tracks its target. 0 = not at all. 1 = perfectly target leading - How well the AI predicts the movement of target and the positioning of the crosshair to match. 0 = not at all. 1 = perfectly weapon damage modifier - How much the damage of the weapon is multiplied by upon impact damage per second - How much damage a target will receive, regardless of shots hit
burst geometry
burst origin radius - How far from the start of the burst does the crosshair drift burst origin angle - If not zero, burst may drift up or down. Magnitude depnding on value. burst return length - How far back towards the target the burst travels burst return angle - Same as origin angle, but from the point at which the return begins (Apparently) burst duration - How long a burst is fired for. Affects speed of burst movement burst separation - How long between bursts. burst angular velocity - How fast actor can turn while firing special damaga modifier - Any additional damage shots do. Added (or multiplied) to standard error. special projectile error. Additional error added to projectiles.
firing patterns
Details of "new-target", "moving", and "berserk" are at the top of the section on the tag. burst duration - How long a burst is fired for burst separation - Time between bursts rate of fire - Times per second trigger is pulled projectile error - angle from intended projectile destination
So new-target burst duration would be the burst duration when a target first appears.
Special-case firing properties
super-ballistic range - The range at which the AI begins to aim at the sky, hoping to land the shot in a large arc. bombardment range - AI adds error to burst targets to show bombardment inaccuracy above this range modified vision range - How far actor can see when in the special-case special-fire mode - What the AI will do when in a special-fire situation: overcharge weapon or pull secondary trigger special-fire situation - What triggers the special-fire situation special-fire chance - Chance of the situation occuring if appropriate conditions arise. 0 = never, 1 = always. special-fire delay - Minimum time between allowed instances of special-fire
berserking and melee
melee range - Range within which unit will try to melee enemy melee abort range - Range outside which unit will cease to attempt to melee target berserk firing ranges - Berserking actor will try to maintain this distance or closer berserk melee range - Range when actor tries to melee enemy when berserking berserk melee abort range - Range outside which berserking AI stops trying to melee enemy.
grenades
grenade type - Type of grenade thrown, sticky or frag trajectory type - How 'nade is thrown: toss (what is this?), lob (what's the difference?) bounce (AI will try to bounce the grenade to reach the target) grenade stimulus - What triggers a grenade throw minimum enemy count - How many enemies have to be present within "enemy radius" for the AI to consider throwing a 'nade enemy radius - Radius of circle indicating which enemies count toward the "minimum enemy count" grenade velocity - How fast the 'nade travels grenade ranges - Ranges between which grenade throws will be attempted collaterla damage radius - If there are friendlies within this area, 'nade will not be thrown. grenade chance - Chance of grenade when all criteria are met. grenade check time - How often AI checks for grenade throw conditions encounter grenade timeout - How long after another member of the encounter has thrown a 'nade before another 'nade can be thrown
items
equipment - What is equipment? grenade count - Number of 'nades AI carries. Number that it drops if "unlimited grenades" is checked dont drop grenades chance - How likely grenades WILL NOT be dropped, even if actor still has 'nades drop weapon loaded - Fraction of clip already loaded in dropped weapon drop weapon ammo - How much total ammo a dropped weapon has. Chosen randomly between two values
unit
body vitality - Amount of health unit has shield vitality - Amount of shields unit has. 0 = no shields shield sapping radius - No clue Forced shader permutation - No clue
CHANGE COLORS - Changing the color of the actor. I have found that this method does not seem to work for me. I use the color permutations in the biped tag instead. If anyone can suggest something to make this method work, I welcome it, as it would make changing actor colors much easier.
.actor tag
flags can see in darkness - actor can see in the dark. (What is considered dark and not dark and how can you tell?) sneak uncovering target - actor sneaks when uncovering its target sneak uncovering pursuit position - actor sneaks when searching at a pursuit position unused - unused (what is the use of the unused things?) shoot at target's last location - actor shoots at the last place a target was seen try to stay still when crouched - actor tries not to move when it is crouched crouch when not in combat - actor will crouch when it is not in combat mode crouch when guarding - actor will crouch when it is in guard mode or alerted unused - unused (again) must crouch to shoot - actor must crouch before shooting panic when surprised - actor uses panic behavior when it is surprised always charge at enemies - actor will always run at enemies even if not attempting a melee or berserking gets in vehicles with player - actor gets into vehicles with the player start firing before aligned - actor fires at targets before locked on with crosshair standing must move forward - either: actor must be standing to move forward , or actor must move forward when standing crouching must move forward - either: actor must be crouching to move forward, or actor must move forward when crouching defensive crouch while charging - actor uses defensive crouching behavior when charging at an enemy use stalking behavior - actor uses stalking behavior stalking freeze if exposed - actor freezes when its cover is blown rather than immediately doing something else always berserk in attacking (mode?) - actor always uses berserk behavior when in attack mode berserking uses panicked (mode?) - actor uses panic behavior when berserking flying - actor is flying. this means it uses 3d firing positions and move positions instead of just 2d. (I would appreciate more details of this flag) panicked by unopposable (enemy?) - actor panics when faced with an unopposable enemy crouch when hiding from (unopposable enemy?) - actor crouches when it has sought cover from an unopposable enemy always charge in 'attacking' (mode?) - actor always runs at the target when it is in attack mode dive off ledges - actor is allowed to dive off ledges swarm - defines different sets of behaviors than non-swarms. (I would appreciate more information here as well) suicidal melee attack - actor melees despite certain death cannot move while crouching - actor cannot move while crouched fixed crouch facing - actor cannot change facing while crouched crouch when in line of fire - actor crouches when it is in the line of fire. (I am unsure if this applies to enemies or friends or both) avoid friends' line of fire - actor will not move into an ally's line of fire.
more flags
avoid all enemy attack vectors - actor avoids all places the enemy is attacking in must stand to fire - actor must stand to shoot must stop to fire - actor cannot shoot while moving disallow vehicle combat - actor cannot fight while in a vehicle pathfinding ignores danger - actor's pathfinding disregards hazards when deciding on path panic in groups - actor can still panic when in a group no corpse shooting - actor will not shoot at a corpse of an enemy
type - this determines how units interact with each other. I don't know much about it besides that. I would like more details about this option.
perception
max vision distance - how far the actor can see in its main POV central vision angle - horizontal angle at which the actor can see. (think player's POV) max vision angle - horizontal angle at which the actor can see. (I don't know how this differs from the central vision angle. Perhaps it should be the total of the central and peripheral. Someone please confirm this.) peripheral vision angle - horizontal angle at which the actor can see targets out of the corner of its eyes. peripheral distance - distance at which the actor can see targets out of the corner of its eyes standing gun offset - no clue crouching gun offset - no clue hearing distance - how far the actor can hear notice projectile chance - chance of actor noticing dangerous projectiles within its senses notice vehicle chance - chance of actor noticing dangerous vehicles within its senses combat perception time - how long the actor takes to acknowledge the presence of a new object or projectile when in combat guard perception time - how long the actor takes to acknowledge the presence of a new object or projectile when alerted non-combat perception time - how long the actor takes to acknowledge the presence of a new object or projectile when not in combat or alerted
movement
dive into cover chance - chance of running a dive animation when the actor is moving for cover emerge from cover chance - chance of running an emerge animation when uncovering a target (think elite) dive from grenade chance - chance of running a dive animation when the actor is moving away from a grenade pathfinding radius - how far the actor looks to find the best path to move glass ignorance chance - chance that actor does not notice that breakable surfaces have been broken stationary movement dist(ance) - distance which actor is allowed to move while still being consider stationary free-flying sidestep - distance that a flying actor can sidestep begin moving angle - actor must be facing far from the target before it can move forward
looking
maximum aiming deviation - How far the actor can turns its weapon maximum looking deviation - How far the actor can turn its head noncombat look delta L - How far the actor can turn its head to the left from where it is aiming when not in combat noncombat look delta R - How far the actor can turn its head to the right from where it is aiming when not in combat combat look delta L - How far the actor can turn its head to the left from where it is aiming when in combat combat look delta R - How far the actor can turn its head to the right from where it is aiming when in combat idle aiming range - range within which the actor will randomly choose points to aim at idle looking range - range within which the actor will randomly choose points to look at event look time modifier - multiplier for how long the actor looks at interesting events. 0 = unchanged noncombat idle facing - How often the actor changes facing when not in combat noncombat idle aiming - How often the actor changes aiming point when not in combat noncombat idle looking - How often the actor changes where it looks when not in combat guard idle facing - How often the actor changes facing when alerted guard idle aiming - How often the actor changes aiming point when alerted guard idle looking - How often the actor changes where it looks when alerted combat idle facing - How often the actor changes facing when in combat combat idle aiming - How often the actor changes aiming point when in combat combat idle looking - How often the actor changes where it looks when in combat DO NOT USE - DON'T DO IT! DO NOT USE - PLEASE DON'T USE THIS!
unopposable
unreachable danger trigger - if an enemy is unreachable and doing what is selected here, retreat will be triggered over time vehicle danger trigger - if vehicle-based enemy is doing what is selected here, retreat will be triggered over time player danger trigger - if player enemy is doing what is selected here, retreat will be triggered over time danger trigger time - how long before a retreat is trigger when actor is faced by an unopposable enemy at a specified danger level friends killed trigger - retreat is triggered if this many friends are killed by an unopposable enemy. 0 = this is not used as a condition for retreat. friends retreating trigger - retreat is trigger if this many friends are retreating from an unopposable enemy. 0 = this is not used as a condition for retreat. retreat time - how long actor will retreat from unopposable enemy for
panic
cowering time - how long actor hides after being panicked friend killed panic chance - chance of panic when a nearby friend is killed by an enemy and it is looking at the actor leader type - type of unit the actor considers as a leader leader killed panic chance - chance of panic if leader is seen to be killed panic damage threshold - how much damage can be taken in a short period of time before panicking surprise distance - distance at which new objects are considered close enough to surprise the actor defensive hide behind cover time - how long the actor will hide behind cover after seeking it hide target-not-visible time - actor will only seek cover if target has not been seen recently hide shield fraction - actor will seek cover if its shields fall below this amount attack shield fraction - actor will emerge from cover only once its shields are above this amount pursue shield fraction - actor will only pursue a target once its shields are above this amount defensive crouch type - crouch in defensive mode under this condition attacking crouch threshold - when in attack mode, actor will crouch if shields are below this number or if danger is above this number, depending on what crouch type is based on defending crouch threshold - when in defend mode, actor will crouch if shields are below this number or if danger is above this number, depending on what crouch type is based on min stand time - minimum time actor must remain standing before crouching again. 0 = default min crouch time - minimum time actor must remain crouching before standing again. 0 = default defending hide time modifier - how much longer actor hides behind cover when defending. 0 = unchanged attacking evasion threshold - actor will consider evading when danger gets this high when in attacking mode defending evasion threshold - actor will consider evading when danger gets this high when in defending mode evasion seek-cover chance - chance of seeking cover rather than just evading evasion delay time - minumum period of time between evasive moves max seek-cover distance - maximum distance actor will consider going for cover. 0 = default cover damage threshold - how much damage actor must take before being allowed to consider taking cover. 0 = always allowed to stalking discovery time - if target sees actor for this long while actor is stalking it, actor's cover is blown and it must do something else. 0 = never stop stalking stalking max distance - distance from target beyond which actor will not stalk it. stationary facing angle - angle outside of which actor must abandon stationary facing direction and suffer any penalties (can someone please explain this better) change-facing stand time - how long actor must stand for after changing facing.
pursuit
uncover delay time - how long the actor looks at the target's position target search time - how long the actor will search at its target's position pursuit-position time - how long the actor will search at a pursuit position num positions (coord) - number of pursuit positions when actor is in a coordinated group search num positions (normal) - number of pursuit positions when actor is searching normally
berserk
melee attack delay - how long between melee attacks the actor must wait for melee fudge factor - distance from target that the melee attack begins. A negative value makes the actor aim the melee through the target melee charge time - how long actor can be in the charging state while trying to get close enough to melee the target melee leap range - actor can leap at target to melee it (think flood and elites) 0 = actor cannot leap melee leap velocity - how fast the actor moves while leaping melee leap chance - chance of leaping at a ground-based melee target. actors always leap at flying targets melee leap ballistic - fraction controlling how ballistic the leap trajectory is berserk damage amount - amount of damage actor can take before it enters the berserk state berserk damage threshold - how low actor's health must get before it can consider berserking berserk proximity - if actor ever comes this close to a target, it will berserk suicide sensing dist(ance) - when actor comes this close to a target and sense it's trying to get away, it blows up (think carrier forms) berserk grenade chance - chance of actor berserking when it has a dangerous projectile stuck to it (think needler)
firing positions
guard position time - time after which the actor will change guard positions. 0 = never change positions combat position time - time after which the actor will change combat firing positions. old position avoid dist(ance) - how far from the previous firing position the actor must stay friend avoid dis(ance) - how far the actor tries to stay away from friends
communication
noncombat idle speech time - time between idle vocalizations when not in combat combat idle speech time - time between idle vocalizations when in combat DO NOT USE - NO! DON'T DO IT!
The thing about the vehicle tag is that most of what is there refers not only to how AI drive the vehicle, but also to the vehicle in general. For these purposes, I shall only deal with the options that apply to artificial intelligence. Perhaps in the future, I will update everything on the vehicle tag, but I don't see that happening unless someone really wants it.
flags not a pathfinding obstacle - AI will not see this vehicle as something to consider when determining the best path to a location. (I've found that the AI aren't very good at determining if a vehicle is in the way or not, even if this option isn't checked, as they are often seen getting stuck on an warthog.)
VEHICLE
flags
ai weapon cannot rotate - Weapon on the vehicle cannot turn ai does not require driver - Vehicle can drive without an AI driver ai unused - ai driver enable - AI driver can use the vehicle ai driver flying - AI driver is flying (uses 3D coordinates) ai driver can-sidestep - AI driver can strafe (facing one direction and moving side to side rather than turning and moving) ai driver hovering - AI driver does not register as contacting the ground type - type of vehicle (this does have an effect as standard AIs already seem to have preprogrammed ways to drive different types of vehicles) ai sideslip distance - how far the AI diverges from a path ai destination radius - how far from the destination point the AI can go to ai avoidance distance - how far from obstacles (and maybe dangerous things) the AI will keep ai pathfinding radius - how far the AI looks to pathfind ai charge repeat timeout - how long between charges the AI has to wait ai strafing abort range - how far away the AI has to be before it abandons strafing ai oversteering bounds - how much the AI oversteers (I believe it's like attempts to slide) ai steering maximum - fraction of the maximum steering the AI can turn at maximum ai throttle maximum - fraction of the maximum throttle the AI can turn at maximum ai move-position time - how long the AI waits between move positions
If you can script, then use this script:
(script continuous aidrive (object_create_anew elite) (object_create_anew banshee) (unit elite) (unit banshee) (unit_enter_vehicle elite banshee "banshee-driver") (sleep_until (= (vehicle_test_seat_list banshee "banshee-driver" elite) true) 5) (ai_attach elite banshee-driving/pwnage) (ai_command_list banshee-driving/pwnage haxdriver) (sleep_until (= (and (= (unit_get_health elite) 0) (= (unit_get_health banshee) 0)) true)))
NOTE: AI is unable to drive unless the driver seat is also attached to the gunner seat.
This script means:
It makes a elite biped and a banshee. The script makes them both units, and the elite biped enters the banshee. This script waits untill that seat for the banshee is filled by the elite biped, then continues. From there, it attaches it to a encounter, and gives it a command list. Then it sleeps untill both of them die, which makes it start all over again. They perfectly drive the entire command list.
Why/How this happens:
When the biped goes into the vehicle, it doesn't have it's AI yet, so it thinks its still on the ground, not in a vehicle. When the script attaches the biped to the encounter and gives it the command list, the ai believes its on the ground still, not in the vehicle.
The result? A elite in a banshee that perfectly follows the command list and attacks people.
The command list is just a figure eight around the map.
Info by CodeBrain, p0lar_bear & Reiper Edited by Matooba on Oct 18, 2009 at 02:10 PM
|
|
|

YoGamerProductionz
Joined: Dec 21, 2011
I'm back and a noob at modding :(
|
Posted: Feb 19, 2012 10:18 PM
Msg. 5 of 5
Quote: --- Original message by: ally yeah use the settings in the tag using guerilla.
All about a.i
.actor_variant tag
flags
can shoot while flying - Can shoot while in a vehicle interpolate color in HSV - No clue has unlimited grenades - has unlimited 'nades moveswitch stay w/ friends - Not entirely sure, but likely changing the movement type between running and crouching for actors in the same squad or encounter to stay close to each other active camouflage - AI uses active camo. I have never seen this work personally. super active camouflage - Better camo? This never seemed to work. cannot use ranged weapons - can only melee prefer passenger seat - prefer passenger seat
actor definition - defines tag explaining general unit behavior unit - allows for the physical structure of the unit to be selected major variant - occasionally, the engine wil decide to spawn a different version of the unit. This is where the major variant.actor_variant is chosen.
movement switching
movement type - run, crouch, or switch between the two initial crouch chance - chance to crouch (when spawned?) 0 = never. 1 = always crouch time - How long crouched run time - how long running (Personally, I have never been able to see any change when altering these values. This could be that the bipeds or actors I used were unsuited for movement switching.)
ranged combat
weapon - allows for the actor's weapon to be chosen. Choose from the weapons folder instead of the items collection, contrary to how a map is populated with arms maximum firing distance - max firing range rate of fire - number of times trigger is pulled per second projectile error - How many degrees from crosshair center projectile flies first burst delay time - Time before AI will shoot after acquiring target new-target firing pattern time - Time before AI will shoot at a new target after losing a previous one surprise delay time - Time before AI will react to stimulus of the surprise. This is probably in addition to the times above surprise fire-wildly time - Time that AI will shoot without aiming after being surprised death fire-wildly chance - Chance that AI will shoot randomly around while in the throes of death. 0 = never. 1 = always. death fire-wildly time - Time AI will shoot wildly while dying for desired combat range - AI will try to fight within this combat range, moving to stay within it. I have noticed that AI tend to to shoot at all when outside this range. custom stand gun offset - No clue custom crouch gun offset - No clue, but for crouching rather than standing :P target tracking - How well the AI tracks its target. 0 = not at all. 1 = perfectly target leading - How well the AI predicts the movement of target and the positioning of the crosshair to match. 0 = not at all. 1 = perfectly weapon damage modifier - How much the damage of the weapon is multiplied by upon impact damage per second - How much damage a target will receive, regardless of shots hit
burst geometry
burst origin radius - How far from the start of the burst does the crosshair drift burst origin angle - If not zero, burst may drift up or down. Magnitude depnding on value. burst return length - How far back towards the target the burst travels burst return angle - Same as origin angle, but from the point at which the return begins (Apparently) burst duration - How long a burst is fired for. Affects speed of burst movement burst separation - How long between bursts. burst angular velocity - How fast actor can turn while firing special damaga modifier - Any additional damage shots do. Added (or multiplied) to standard error. special projectile error. Additional error added to projectiles.
firing patterns
Details of "new-target", "moving", and "berserk" are at the top of the section on the tag. burst duration - How long a burst is fired for burst separation - Time between bursts rate of fire - Times per second trigger is pulled projectile error - angle from intended projectile destination
So new-target burst duration would be the burst duration when a target first appears.
Special-case firing properties
super-ballistic range - The range at which the AI begins to aim at the sky, hoping to land the shot in a large arc. bombardment range - AI adds error to burst targets to show bombardment inaccuracy above this range modified vision range - How far actor can see when in the special-case special-fire mode - What the AI will do when in a special-fire situation: overcharge weapon or pull secondary trigger special-fire situation - What triggers the special-fire situation special-fire chance - Chance of the situation occuring if appropriate conditions arise. 0 = never, 1 = always. special-fire delay - Minimum time between allowed instances of special-fire
berserking and melee
melee range - Range within which unit will try to melee enemy melee abort range - Range outside which unit will cease to attempt to melee target berserk firing ranges - Berserking actor will try to maintain this distance or closer berserk melee range - Range when actor tries to melee enemy when berserking berserk melee abort range - Range outside which berserking AI stops trying to melee enemy.
grenades
grenade type - Type of grenade thrown, sticky or frag trajectory type - How 'nade is thrown: toss (what is this?), lob (what's the difference?) bounce (AI will try to bounce the grenade to reach the target) grenade stimulus - What triggers a grenade throw minimum enemy count - How many enemies have to be present within "enemy radius" for the AI to consider throwing a 'nade enemy radius - Radius of circle indicating which enemies count toward the "minimum enemy count" grenade velocity - How fast the 'nade travels grenade ranges - Ranges between which grenade throws will be attempted collaterla damage radius - If there are friendlies within this area, 'nade will not be thrown. grenade chance - Chance of grenade when all criteria are met. grenade check time - How often AI checks for grenade throw conditions encounter grenade timeout - How long after another member of the encounter has thrown a 'nade before another 'nade can be thrown
items
equipment - What is equipment? grenade count - Number of 'nades AI carries. Number that it drops if "unlimited grenades" is checked dont drop grenades chance - How likely grenades WILL NOT be dropped, even if actor still has 'nades drop weapon loaded - Fraction of clip already loaded in dropped weapon drop weapon ammo - How much total ammo a dropped weapon has. Chosen randomly between two values
unit
body vitality - Amount of health unit has shield vitality - Amount of shields unit has. 0 = no shields shield sapping radius - No clue Forced shader permutation - No clue
CHANGE COLORS - Changing the color of the actor. I have found that this method does not seem to work for me. I use the color permutations in the biped tag instead. If anyone can suggest something to make this method work, I welcome it, as it would make changing actor colors much easier.
.actor tag
flags can see in darkness - actor can see in the dark. (What is considered dark and not dark and how can you tell?) sneak uncovering target - actor sneaks when uncovering its target sneak uncovering pursuit position - actor sneaks when searching at a pursuit position unused - unused (what is the use of the unused things?) shoot at target's last location - actor shoots at the last place a target was seen try to stay still when crouched - actor tries not to move when it is crouched crouch when not in combat - actor will crouch when it is not in combat mode crouch when guarding - actor will crouch when it is in guard mode or alerted unused - unused (again) must crouch to shoot - actor must crouch before shooting panic when surprised - actor uses panic behavior when it is surprised always charge at enemies - actor will always run at enemies even if not attempting a melee or berserking gets in vehicles with player - actor gets into vehicles with the player start firing before aligned - actor fires at targets before locked on with crosshair standing must move forward - either: actor must be standing to move forward , or actor must move forward when standing crouching must move forward - either: actor must be crouching to move forward, or actor must move forward when crouching defensive crouch while charging - actor uses defensive crouching behavior when charging at an enemy use stalking behavior - actor uses stalking behavior stalking freeze if exposed - actor freezes when its cover is blown rather than immediately doing something else always berserk in attacking (mode?) - actor always uses berserk behavior when in attack mode berserking uses panicked (mode?) - actor uses panic behavior when berserking flying - actor is flying. this means it uses 3d firing positions and move positions instead of just 2d. (I would appreciate more details of this flag) panicked by unopposable (enemy?) - actor panics when faced with an unopposable enemy crouch when hiding from (unopposable enemy?) - actor crouches when it has sought cover from an unopposable enemy always charge in 'attacking' (mode?) - actor always runs at the target when it is in attack mode dive off ledges - actor is allowed to dive off ledges swarm - defines different sets of behaviors than non-swarms. (I would appreciate more information here as well) suicidal melee attack - actor melees despite certain death cannot move while crouching - actor cannot move while crouched fixed crouch facing - actor cannot change facing while crouched crouch when in line of fire - actor crouches when it is in the line of fire. (I am unsure if this applies to enemies or friends or both) avoid friends' line of fire - actor will not move into an ally's line of fire.
more flags
avoid all enemy attack vectors - actor avoids all places the enemy is attacking in must stand to fire - actor must stand to shoot must stop to fire - actor cannot shoot while moving disallow vehicle combat - actor cannot fight while in a vehicle pathfinding ignores danger - actor's pathfinding disregards hazards when deciding on path panic in groups - actor can still panic when in a group no corpse shooting - actor will not shoot at a corpse of an enemy
type - this determines how units interact with each other. I don't know much about it besides that. I would like more details about this option.
perception
max vision distance - how far the actor can see in its main POV central vision angle - horizontal angle at which the actor can see. (think player's POV) max vision angle - horizontal angle at which the actor can see. (I don't know how this differs from the central vision angle. Perhaps it should be the total of the central and peripheral. Someone please confirm this.) peripheral vision angle - horizontal angle at which the actor can see targets out of the corner of its eyes. peripheral distance - distance at which the actor can see targets out of the corner of its eyes standing gun offset - no clue crouching gun offset - no clue hearing distance - how far the actor can hear notice projectile chance - chance of actor noticing dangerous projectiles within its senses notice vehicle chance - chance of actor noticing dangerous vehicles within its senses combat perception time - how long the actor takes to acknowledge the presence of a new object or projectile when in combat guard perception time - how long the actor takes to acknowledge the presence of a new object or projectile when alerted non-combat perception time - how long the actor takes to acknowledge the presence of a new object or projectile when not in combat or alerted
movement
dive into cover chance - chance of running a dive animation when the actor is moving for cover emerge from cover chance - chance of running an emerge animation when uncovering a target (think elite) dive from grenade chance - chance of running a dive animation when the actor is moving away from a grenade pathfinding radius - how far the actor looks to find the best path to move glass ignorance chance - chance that actor does not notice that breakable surfaces have been broken stationary movement dist(ance) - distance which actor is allowed to move while still being consider stationary free-flying sidestep - distance that a flying actor can sidestep begin moving angle - actor must be facing far from the target before it can move forward
looking
maximum aiming deviation - How far the actor can turns its weapon maximum looking deviation - How far the actor can turn its head noncombat look delta L - How far the actor can turn its head to the left from where it is aiming when not in combat noncombat look delta R - How far the actor can turn its head to the right from where it is aiming when not in combat combat look delta L - How far the actor can turn its head to the left from where it is aiming when in combat combat look delta R - How far the actor can turn its head to the right from where it is aiming when in combat idle aiming range - range within which the actor will randomly choose points to aim at idle looking range - range within which the actor will randomly choose points to look at event look time modifier - multiplier for how long the actor looks at interesting events. 0 = unchanged noncombat idle facing - How often the actor changes facing when not in combat noncombat idle aiming - How often the actor changes aiming point when not in combat noncombat idle looking - How often the actor changes where it looks when not in combat guard idle facing - How often the actor changes facing when alerted guard idle aiming - How often the actor changes aiming point when alerted guard idle looking - How often the actor changes where it looks when alerted combat idle facing - How often the actor changes facing when in combat combat idle aiming - How often the actor changes aiming point when in combat combat idle looking - How often the actor changes where it looks when in combat DO NOT USE - DON'T DO IT! DO NOT USE - PLEASE DON'T USE THIS!
unopposable
unreachable danger trigger - if an enemy is unreachable and doing what is selected here, retreat will be triggered over time vehicle danger trigger - if vehicle-based enemy is doing what is selected here, retreat will be triggered over time player danger trigger - if player enemy is doing what is selected here, retreat will be triggered over time danger trigger time - how long before a retreat is trigger when actor is faced by an unopposable enemy at a specified danger level friends killed trigger - retreat is triggered if this many friends are killed by an unopposable enemy. 0 = this is not used as a condition for retreat. friends retreating trigger - retreat is trigger if this many friends are retreating from an unopposable enemy. 0 = this is not used as a condition for retreat. retreat time - how long actor will retreat from unopposable enemy for
panic
cowering time - how long actor hides after being panicked friend killed panic chance - chance of panic when a nearby friend is killed by an enemy and it is looking at the actor leader type - type of unit the actor considers as a leader leader killed panic chance - chance of panic if leader is seen to be killed panic damage threshold - how much damage can be taken in a short period of time before panicking surprise distance - distance at which new objects are considered close enough to surprise the actor defensive hide behind cover time - how long the actor will hide behind cover after seeking it hide target-not-visible time - actor will only seek cover if target has not been seen recently hide shield fraction - actor will seek cover if its shields fall below this amount attack shield fraction - actor will emerge from cover only once its shields are above this amount pursue shield fraction - actor will only pursue a target once its shields are above this amount defensive crouch type - crouch in defensive mode under this condition attacking crouch threshold - when in attack mode, actor will crouch if shields are below this number or if danger is above this number, depending on what crouch type is based on defending crouch threshold - when in defend mode, actor will crouch if shields are below this number or if danger is above this number, depending on what crouch type is based on min stand time - minimum time actor must remain standing before crouching again. 0 = default min crouch time - minimum time actor must remain crouching before standing again. 0 = default defending hide time modifier - how much longer actor hides behind cover when defending. 0 = unchanged attacking evasion threshold - actor will consider evading when danger gets this high when in attacking mode defending evasion threshold - actor will consider evading when danger gets this high when in defending mode evasion seek-cover chance - chance of seeking cover rather than just evading evasion delay time - minumum period of time between evasive moves max seek-cover distance - maximum distance actor will consider going for cover. 0 = default cover damage threshold - how much damage actor must take before being allowed to consider taking cover. 0 = always allowed to stalking discovery time - if target sees actor for this long while actor is stalking it, actor's cover is blown and it must do something else. 0 = never stop stalking stalking max distance - distance from target beyond which actor will not stalk it. stationary facing angle - angle outside of which actor must abandon stationary facing direction and suffer any penalties (can someone please explain this better) change-facing stand time - how long actor must stand for after changing facing.
pursuit
uncover delay time - how long the actor looks at the target's position target search time - how long the actor will search at its target's position pursuit-position time - how long the actor will search at a pursuit position num positions (coord) - number of pursuit positions when actor is in a coordinated group search num positions (normal) - number of pursuit positions when actor is searching normally
berserk
melee attack delay - how long between melee attacks the actor must wait for melee fudge factor - distance from target that the melee attack begins. A negative value makes the actor aim the melee through the target melee charge time - how long actor can be in the charging state while trying to get close enough to melee the target melee leap range - actor can leap at target to melee it (think flood and elites) 0 = actor cannot leap melee leap velocity - how fast the actor moves while leaping melee leap chance - chance of leaping at a ground-based melee target. actors always leap at flying targets melee leap ballistic - fraction controlling how ballistic the leap trajectory is berserk damage amount - amount of damage actor can take before it enters the berserk state berserk damage threshold - how low actor's health must get before it can consider berserking berserk proximity - if actor ever comes this close to a target, it will berserk suicide sensing dist(ance) - when actor comes this close to a target and sense it's trying to get away, it blows up (think carrier forms) berserk grenade chance - chance of actor berserking when it has a dangerous projectile stuck to it (think needler)
firing positions
guard position time - time after which the actor will change guard positions. 0 = never change positions combat position time - time after which the actor will change combat firing positions. old position avoid dist(ance) - how far from the previous firing position the actor must stay friend avoid dis(ance) - how far the actor tries to stay away from friends
communication
noncombat idle speech time - time between idle vocalizations when not in combat combat idle speech time - time between idle vocalizations when in combat DO NOT USE - NO! DON'T DO IT!
The thing about the vehicle tag is that most of what is there refers not only to how AI drive the vehicle, but also to the vehicle in general. For these purposes, I shall only deal with the options that apply to artificial intelligence. Perhaps in the future, I will update everything on the vehicle tag, but I don't see that happening unless someone really wants it.
flags not a pathfinding obstacle - AI will not see this vehicle as something to consider when determining the best path to a location. (I've found that the AI aren't very good at determining if a vehicle is in the way or not, even if this option isn't checked, as they are often seen getting stuck on an warthog.)
VEHICLE
flags
ai weapon cannot rotate - Weapon on the vehicle cannot turn ai does not require driver - Vehicle can drive without an AI driver ai unused - ai driver enable - AI driver can use the vehicle ai driver flying - AI driver is flying (uses 3D coordinates) ai driver can-sidestep - AI driver can strafe (facing one direction and moving side to side rather than turning and moving) ai driver hovering - AI driver does not register as contacting the ground type - type of vehicle (this does have an effect as standard AIs already seem to have preprogrammed ways to drive different types of vehicles) ai sideslip distance - how far the AI diverges from a path ai destination radius - how far from the destination point the AI can go to ai avoidance distance - how far from obstacles (and maybe dangerous things) the AI will keep ai pathfinding radius - how far the AI looks to pathfind ai charge repeat timeout - how long between charges the AI has to wait ai strafing abort range - how far away the AI has to be before it abandons strafing ai oversteering bounds - how much the AI oversteers (I believe it's like attempts to slide) ai steering maximum - fraction of the maximum steering the AI can turn at maximum ai throttle maximum - fraction of the maximum throttle the AI can turn at maximum ai move-position time - how long the AI waits between move positions
If you can script, then use this script:
(script continuous aidrive (object_create_anew elite) (object_create_anew banshee) (unit elite) (unit banshee) (unit_enter_vehicle elite banshee "banshee-driver") (sleep_until (= (vehicle_test_seat_list banshee "banshee-driver" elite) true) 5) (ai_attach elite banshee-driving/pwnage) (ai_command_list banshee-driving/pwnage haxdriver) (sleep_until (= (and (= (unit_get_health elite) 0) (= (unit_get_health banshee) 0)) true)))
NOTE: AI is unable to drive unless the driver seat is also attached to the gunner seat.
This script means:
It makes a elite biped and a banshee. The script makes them both units, and the elite biped enters the banshee. This script waits untill that seat for the banshee is filled by the elite biped, then continues. From there, it attaches it to a encounter, and gives it a command list. Then it sleeps untill both of them die, which makes it start all over again. They perfectly drive the entire command list.
Why/How this happens:
When the biped goes into the vehicle, it doesn't have it's AI yet, so it thinks its still on the ground, not in a vehicle. When the script attaches the biped to the encounter and gives it the command list, the ai believes its on the ground still, not in the vehicle.
The result? A elite in a banshee that perfectly follows the command list and attacks people.
The command list is just a figure eight around the map.
Info by CodeBrain, p0lar_bear & Reiper Edited by Matooba on Oct 18, 2009 at 02:10 PM Gee, thanks ally. This will totally help.
|
|
|
| |
|
|
 |
|