Forgotten Hope Extended -- AI Improvements -1 reply

Please wait...

Legi0n

Hier kommt die Luftwaffe

50 XP

18th January 2004

0 Uploads

131 Posts

0 Threads

#1 14 years ago

This post is a bit of a brag. These are changes I have made to the AI in FHX, and the results I have achieved. All of these modifications were made exclusively to the Objects.RFA. Extracted original FH Objects.RFA. Extracted FHX Objects.rfa to overwrite errant files in original and simultaneously create a coop-capable version of the original file for use in FHX. Modified Handweapons target strengths and distances to achieve the following: -Bots now engage in knife fights at close-quarters. -Bots now throw grenades at groups of enemy soldiers. -Bots now launch rifle-propelled grenades at distant groups of enemy soldiers as well as light vehicles (APCs, trucks and scout cars) -Bots engage at closer ranges overall -Russian & Japanese bots prefer knife attacks over guns (historically, the Russians had ammunition shortages, and the Japanese coding was done in anticipation of the Katana in the next release of FH.) This results in Russian and Japanese bots engaging in noticeably increased group attacks and sneak attacks. Modified the Stationary Weapons files, bots now man and use stationary MG42s. Bots still tend not to man the other types of Stationary MGs, although the Objects and Weapons .con files for those weapons contain identical preference values. Modified Vehicles/Land to achieve the following effects: -Tanks no longer fire main guns at personnel (realistically, this would be a waste of precious ammunition) Instead, bots fully man tank MG positions for anti-personnel defense, and reserve the main gun for light & heavy armor only. -Bots now fully man APCs, trucks & scout cars, but will occasionally idle for unknown reason. -Bots now man artillery, but still fire only occasionally, despite target strengths which should produce a greater volume of fire. Modified Vehicles/Sea to achieve the following effects: -Mobile Fletcher now fires at land and naval targets; Static Fletcher in Omaha Beach still does not engage targets, reason unknown. -Bots now man and fire from gunner's position in LCVP Modified Vehicles/Air to achieve the following effects: -Heavy bombers now all perform carpet-bombing. -Bots now man Medium Bombers' rear-defense MGs (when bots are present at takeoff). -All aircraft MG and Bomb/Rocket target distances increased, to increase volume of fire. Bots will now occasionally strafe ground targets. Unexplained Effects: Bots will occasionally respond to voice commands -- most often, the "Go!" command will cause bots to depart an owned CP, "patrol" to a distant point between the CP and an enemy force. If the bots detect an enemy-owned CP at that point, they engage and attempt to take the CP. If they do not detect an enemy force, they return to the CP from which they departed and cannot be sent out again. This only works about 25% of the time. Negative Effects: Bots in vehicle driver positions cannot be ejected by attempting to enter that position. However, non-driver positions can still be taken from bots 90% of the time. I have further modified FHX with textureset extension map files (e.g. Gazala_929) to reroute FH's texture instructions to historically-accurate textureset folders. I have also installed Tanelorn's FH sound patch.




Dancing Jesus

Eats IS-2s for breakfast

50 XP

23rd November 2003

0 Uploads

85 Posts

0 Threads

#2 14 years ago

WOW, nice job! All that stuff is pretty cool, as its a lot of fun to just fool with the bots to hone your skills. Thanks so much! Its too bad that you cant get the bots to get out of the vehicle you want, thats one of the things i liked most about em. Everything else is really cool. Keep up the good work!




Legi0n

Hier kommt die Luftwaffe

50 XP

18th January 2004

0 Uploads

131 Posts

0 Threads

#3 14 years ago

Actually, it's not a very serious problem. For the most part, they only idle just out of range of a firefight if in an unarmed vehicle such as the O. Blitz, and will wade in and engage in an armed vehicle. Typically, you don't want to be driving an unarmed vehicle onto the front lines against this AI, as they will destroy it on sight, and you want to stay at long-ranges in a tank, because the AT class doesn't fire on infantry with their main weapon anymore. (Come on, tell me you think a Russian who wasted his Bazooka round on an enemy infantryman wouldn't be shot dead by his CO right then and there, lol) Ah, point being that you're generally safer -- but nowhere near safe -- on foot than you are in a ground vehicle, unless it's fairly fast and you're a skilled driver who knows how to use cover -- and, really, that's exactly how it should be, isn't it.




The Jackalx2k

FHmod Developer

50 XP

27th April 2003

0 Uploads

1,214 Posts

0 Threads

#4 14 years ago

Very nice work sir. I applaud you for trying to make FH's single player more enjoyable for all. :)

*pins medal on legi0n*




Aequitas

aka [SHEEP]BrotherMaynard

50 XP

8th February 2001

0 Uploads

489 Posts

0 Threads

#5 14 years ago

That's really great to hear, but I havn't played ANY single player since I first got BF1942. It wouldn't help to to 'hone' my skills any, because most of the practice I need is learning what lead distances I need depending on how my ping is behaving at the time :/ But cool anyhow!




Taliban_tordis

Duke O'Prunes

50 XP

19th March 2004

0 Uploads

194 Posts

0 Threads

#6 14 years ago

Cool dude, nice job!




Beast of War

Born to kill

50 XP

28th May 2003

0 Uploads

2,698 Posts

0 Threads

#7 14 years ago
Legi0nThis post is a bit of a brag. These are changes I have made to the AI in FHX, and the results I have achieved. All of these modifications were made exclusively to the Objects.RFA. Extracted original FH Objects.RFA. Extracted FHX Objects.rfa to overwrite errant files in original and simultaneously create a coop-capable version of the original file for use in FHX. Modified Handweapons target strengths and distances to achieve the following: -Bots now engage in knife fights at close-quarters. -Bots now throw grenades at groups of enemy soldiers. -Bots now launch rifle-propelled grenades at distant groups of enemy soldiers as well as light vehicles (APCs, trucks and scout cars) -Bots engage at closer ranges overall -Russian & Japanese bots prefer knife attacks over guns (historically, the Russians had ammunition shortages, and the Japanese coding was done in anticipation of the Katana in the next release of FH.) This results in Russian and Japanese bots engaging in noticeably increased group attacks and sneak attacks. Modified the Stationary Weapons files, bots now man and use stationary MG42s. Bots still tend not to man the other types of Stationary MGs, although the Objects and Weapons .con files for those weapons contain identical preference values. Modified Vehicles/Land to achieve the following effects: -Tanks no longer fire main guns at personnel (realistically, this would be a waste of precious ammunition) Instead, bots fully man tank MG positions for anti-personnel defense, and reserve the main gun for light & heavy armor only. -Bots now fully man APCs, trucks & scout cars, but will occasionally idle for unknown reason. -Bots now man artillery, but still fire only occasionally, despite target strengths which should produce a greater volume of fire. Modified Vehicles/Sea to achieve the following effects: -Mobile Fletcher now fires at land and naval targets; Static Fletcher in Omaha Beach still does not engage targets, reason unknown. -Bots now man and fire from gunner's position in LCVP Modified Vehicles/Air to achieve the following effects: -Heavy bombers now all perform carpet-bombing. -Bots now man Medium Bombers' rear-defense MGs (when bots are present at takeoff). -All aircraft MG and Bomb/Rocket target distances increased, to increase volume of fire. Bots will now occasionally strafe ground targets. Unexplained Effects: Bots will occasionally respond to voice commands -- most often, the "Go!" command will cause bots to depart an owned CP, "patrol" to a distant point between the CP and an enemy force. If the bots detect an enemy-owned CP at that point, they engage and attempt to take the CP. If they do not detect an enemy force, they return to the CP from which they departed and cannot be sent out again. This only works about 25% of the time. Negative Effects: Bots in vehicle driver positions cannot be ejected by attempting to enter that position. However, non-driver positions can still be taken from bots 90% of the time. I have further modified FHX with textureset extension map files (e.g. Gazala_929) to reroute FH's texture instructions to historically-accurate textureset folders. I have also installed Tanelorn's FH sound patch.

If you really were succesfull making bots do all the things you say, bots just might be more intelligent, more effective and a more worthy opponent then the avarage human online bunnyhopper.....amazing !




Legi0n

Hier kommt die Luftwaffe

50 XP

18th January 2004

0 Uploads

131 Posts

0 Threads

#8 14 years ago
Beast of WarIf you really were succesfull making bots do all the things you say, bots just might be more intelligent, more effective and a more worthy opponent then the avarage human online bunnyhopper.....amazing !

That's the idea. I got tired of: A. Not being able to find a server with open slots, B. Not having anyone (or enough people) available to LAN with, and C. Dealing with spawnfarmers, teamkillers and unskilled n00bs who almost INVARIABLY take all the most effective vehicles and either suicide-ram them into enemy positions or use the wrong vehicles for Point-A-to-Point-B transportation. Bots -- THESE bots, anyway -- don't do that, with the exception of some light teamkilling, which can't be helped unless there's a way to get bots to "see" friendly bots in front of them and hold their fire until the have a clear shot. Not to mention, what's a realism mod without realistic opponents?




Dancing Jesus

Eats IS-2s for breakfast

50 XP

23rd November 2003

0 Uploads

85 Posts

0 Threads

#9 14 years ago

So are you going to release this awesome addition to before .62 is released or after. What I'm saying is, how long are you going to make me wait until i can play it?




[SYN] hydraSlav

SYNERGY Member

50 XP

2nd October 2003

0 Uploads

2,372 Posts

0 Threads

#10 14 years ago

Awsome! .... but is that a new version? where can i get it? is it out?