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Author Topic: AI Tag Tweaking and some questions (3 messages, Page 1 of 1)
Moderators: Dennis

game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Jul 2, 2012 05:07 AM    Msg. 1 of 3       
So, I want to make my AI better, and so far it's pretty good. The assault rifle guys however, always seem to hit their mark all the time, and the pistol guys are very inaccurate.
Test out my map here, and see the AI. However, the map may exception for some people for an unknown reason.

Here are the settings I have for them:

Assault Rifle (actor variant)
Maximum Firing Distance: 16 world units
Rate of Fire: 15 shots/second
Projectile error: 6.5 degrees
First burst delay time: Both 0
New target firing pattern time*: 1 second
Surprise delay time up to Death fire-wildy time: 0
Desired Combat Range: 3 to 6 world units
Target tracking: 0.7
Target leading: 0.6
Burst duration: 0.8 to 1 seconds
Burst separation: 0.5 to 1 seconds
(Everything else in Burst geometry is set to 0, everything in Firing patterns also set to 0)
Melee range: 3 world units
Melee abort range: 5 world units
Berserk firing ranges: 0 to 0 world units
Berserk melee range: 5
Berserk melee abort range: 8
Grenade stimulus: Visible target
Minimum enemy count: 1
Enemy radius: 20 world units
Grenade velocity: 10 world units per second
Grenade ranges: 3 to 20 world units
Collateral damage radius: 3 world units
Grenade chance: 0.5
Grenade check time: 5 seconds
Encounter grenade timeout: 0 seconds
Body vitality and shield vitality: 75

Assault rifle (actor tag now)
Can see in darkness
Sneak uncovering target*
Shoot at target's last location
Gets in vehicles with player
Crouch when in line of fire
Avoid friends' line of fire
Type: Player
Pathfinding radius: 0.2 world units


-----------------------------------------------------------------------------------------------

Pistol (actor variant)
Maximum Firing Distance: 40 world units
Rate of Fire: 3.5 shots/second
Projectile error: 1.5 degrees
First burst delay time: Both 0
New target firing pattern time*: 1 second
Surprise delay time up to Death fire-wildy time: 0
Desired Combat Range: 12 to 20 world units
Target tracking: 0.9
Target leading: 0.7
Burst origin radius: 0.25 world units
Burst origin angle: 5 degrees
Burst return length: 0.2 to 0.35 world units
Burst return angle: 15 degrees
Burst duration: 0.8 to 1 seconds
Burst separation: 1 to 1.2 seconds
(Everything else in Burst geometry is set to 0, everything in Firing patterns also set to 0)
Melee range: 3 world units
Melee abort range: 5 world units
Berserk firing ranges: 0 to 0 world units
Berserk melee range: 5
Berserk melee abort range: 8
Grenade stimulus: Visible target
Minimum enemy count: 1
Enemy radius: 20 world units
Grenade velocity: 10 world units per second
Grenade ranges: 3 to 20 world units
Collateral damage radius: 3 world units
Grenade chance: 0.5
Grenade check time: 5 seconds
Encounter grenade timeout: 0 seconds
Body vitality and shield vitality: 75

Pistol (actor)
Can see in darkness
Sneak uncovering target
Shoot at target's last location
Gets in vehicles with player
Start firing before aligned
Avoid friends' line of fire
Type: Elite
Pathfinding radius: 0.2


Edit: This is the script
(global short number 0)

(script startup slayeraienhancements
(ai_set_respawn "Player1" true)
(ai_set_respawn "Player2" true)
(ai_set_respawn "Player3" true)
(ai_set_respawn "Player4" true)
(ai_set_respawn "Player5" true)
(sleep 90)
(ai_magically_see_players "Player1")
(ai_magically_see_players "Player2")
(ai_magically_see_players "Player3")
(ai_magically_see_players "Player4")
(ai_magically_see_players "Player5")
(ai_force_active "Player1" True)
(ai_force_active "Player2" True)
(ai_force_active "Player3" True)
(ai_force_active "Player4" True)
(ai_force_active "Player5" True)
)

(script startup mapstartup
(sleep_until (= (list_count (players)) player_spawn_count) 15)
(set cheat_infinite_ammo 1)
(object_teleport (unit (list_get (players) 0)) Startpoint)
)


-----------------------------------------------------------------------------------------------


Additional questions:
How do I make the AI sidestep all the time (like pros in multiplayer)?
What would be an effective "Melee fudge factor" if the AI use the grenade throwing animation as a melee attack?
What would be reasonable damage for their melee attack to inflict to make up for their slow melee attack?
Edited by game user10 on Jul 2, 2012 at 05:21 AM


Ermac
Joined: Nov 24, 2006

Pops up from time to time


Posted: Jul 9, 2012 11:45 PM    Msg. 2 of 3       
1. To make your pistol guys more accurate, this:

Quote:
Burst origin radius: 0.25 world units
Burst origin angle: 5 degrees
Burst return length: 0.2 to 0.35 world units
Burst return angle: 15 degrees

Burst duration: 0.8 to 1 seconds
Burst separation: 1 to 1.2 seconds


needs to change. If you change the bolded settings to zero, you will notice a marked improvement in your AI's accuracy. By the way, your AR guys seem to be more accurate because the assault rifle isn't very precise; this, combined with the high volume of fire and the fact that they sweep their fire (and are likely holding the trigger down as they do it), results in higher hit probability.

2. To make AIs sidestep, you need to use firing positions, and adjust the time that they stay at said firing positions in the ACTOR tag.

3. I usually leave mine at zero. Try a range between -0.25 and .25 and check your results. Don't go too far out from 0 or your AI will swing at air.

4. The grenade throwing animation is actually pretty fast. Regardless, I give them the same amount of damage as my melees do, just to be fair.
Edited by drillinstructor on Jul 9, 2012 at 11:46 PM


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Jul 13, 2012 09:42 AM    Msg. 3 of 3       
Thanks dude! That's a lot of firing positions to add...

 

 
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