Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
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Re: Experimental Project 7[message #359107 is a reply to message #332214]
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Sun, 01 March 2020 14:27
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crackwise |
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Messages:113
Registered:April 2013 |
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Hi Sevenfm, I have a couple of observations and suggestions, I am not sure if they had been raised before, but here they are:
- Is it possible to make the enemies use wire cutters to cut through fences? Currently, they try to go around the fences when attacking a sector which results in them getting easily killed, giving the defenders behind fences an unrealistically high advantage.
- AI with high calibre assault rifles (calibres larger than 5.56) shoots autofire regardless of the recoil, where the recoil causes the shots to stray up into air. Would it be possible to include the weapon recoil (maybe combined with prone/crouched/standing stance) in AIs consideration of autofire?
- Would it be possible to include a setting (maybe in the ingame options) which allows us the choice of calibres the enemy is using? For example, the player can decide to have NATO calibres or WP, or both. He can likewise disable experimental or very new calibres (such as 6.8), which are quite unrealistic. I think at the moment the only possibility of doing this is to tediously edit the xml files, so such an option would be great.
[Updated on: Sun, 01 March 2020 14:28] Report message to a moderator
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Sergeant
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Re: Experimental Project 7[message #359108 is a reply to message #359107]
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Sun, 01 March 2020 14:34
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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crackwise wrote on Sun, 01 March 2020 17:27- Is it possible to make the enemies use wire cutters to cut through fences? Currently, they try to go around the fences when attacking a sector which results in them getting easily killed, giving the defenders behind fences an unrealistically high advantage.
Currently they will sometimes try to blow up obstacles with grenades, especially when flanking. But I'm not sure how effective it works.
Making enemies cutting fences is possible, just requires some coding.
Quote:- AI with high calibre assault rifles (calibres larger than 5.56) shoots autofire regardless of the recoil, where the recoil causes the shots to stray up into air. Would it be possible to include the weapon recoil (maybe combined with prone/crouched/standing stance) in AIs consideration of autofire?
Unfortunately, NCTH is a terrible thing for AI and game balance. If you want suppression to work as it should, you need to play OCTH.
I can change some values for AI but it cannot fix the system.
Quote:- Would it be possible to include a setting (maybe in the ingame options) which allows us the choice of calibres the enemy is using? For example, the player can decide to have NATO calibres or WP, or both. He can likewise disable experimental or very new calibres (such as 6.8), which are quite unrealistic. I think at the moment the only possibility of doing this is to tediously edit the xml files, so such an option would be great.
That would need making a second system for guns/items distribution which doesn't make much sense since everything can be done with XML. Maybe you need to find some way of automating XML work instead like make a script which will change XMLs.
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Re: Experimental Project 7[message #359123 is a reply to message #359108]
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Tue, 03 March 2020 22:29
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crackwise |
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Messages:113
Registered:April 2013 |
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sevenfm wrote on Sun, 01 March 2020 14:34
Unfortunately, NCTH is a terrible thing for AI and game balance. If you want suppression to work as it should, you need to play OCTH.
I can change some values for AI but it cannot fix the system.
Thanks for the reply sevenfm. Is it somehow possible to change to OCTH from NCTH on an ongoing game?
edmortimer wrote on Sun, 01 March 2020 18:21
If you go into JA2Options.ini and set AI_SUPPRESS_MIN_MAG_SIZE to be more than 20 - which will exclude calibres larger than 5.56 in 1.13 and most mods, I think (AV has it set to 30) then the AI with rifle calibre auto weapons will shoot short bursts and not waste ammo shooting into the air. That has been my experience in AV, YMMV.
I also set AI_SUPPRESS_MIN_AMMO_REMAINING to 30 so they only lay down suppression fire if they have a full mag. Otherwise . . . short bursts. Works for me.
Thanks a lot for the tip, will try it out and see if it helps. But the annoying thing is my mercs also shoot sometimes up into air, which is ridicilous, considering this happens with a lvl 8 merc having the machinegunner trait (in this case it is Ice), using FN MAG with bipod on prone position...
It is also quite common for my mercs to shoot on the earth in front of them when prone. This somehow happens more frequently with the FN MAG. Any tips for setting adjustments?
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Sergeant
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Re: Experimental Project 7[message #359124 is a reply to message #359123]
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Tue, 03 March 2020 22:38
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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Changing CTH system in the ongoing game is not possible, but NCTH is fully playable in my opinion, it just doesn't fit well with other parts of the game.
Shooting in the ground is a part of NCTH system, since shots are distributed randomly within aperture, the only solution is to aim better and improve autofire control. I tried to experiment with recoil counterforce settings but still not happy with the results.
[Updated on: Tue, 03 March 2020 22:42]
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Re: Experimental Project 7[message #359128 is a reply to message #359125]
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Wed, 04 March 2020 15:53
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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silversurfer wrote on Wed, 04 March 2020 13:08CTH system can be switched freely during a campaign since build 8625. Maybe you want to move this setting to JA2_Options.ini too in your 7609 based builds?
I personally don't like this change:
1. Now half of questions from new players are like "where are all those start options"?
2. It's much more convenient to select CTH system when starting new game, especially when testing and experimenting.
3. If someone really wants to allow changing NCTH in ongoing campaign, it should be implemented as ingame option (like it was originally) and not as hard to find ini settings.
4. In my personal opinion, ini options are for modders, everything that player needs should be available in the game interface.
[Updated on: Wed, 04 March 2020 16:30]
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Re: Experimental Project 7[message #359142 is a reply to message #359139]
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Thu, 05 March 2020 22:47
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crackwise |
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Messages:113
Registered:April 2013 |
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silversurfer wrote on Thu, 05 March 2020 10:47crackwise wrote on Wed, 04 March 2020 21:11
That makes a lot of sense! It would be great to be able to toggle the OCTH vs NCTH in the in-game options menu.
I disagree. The CTH system should be selected at game start, like it was before and the player needs to stick with it during a campaign. Modders may have a use for the ini option to test things but having an ingame option to toggle the CTH system will only provide more ways to cheat.
I don't know why it should allow "cheating", what do you mean? Besides, it is a singleplayer game after all. So if people want to cheat or exploit stuff, nobody is holding them back. Everyone should play it as they see fit and according to how they are having fun.
Apart from that, I would really appreciate the ability to switch the CTH system (I mean including it also in the AI+ exe, since I only play with AI+ exe). It gives the player the chance to see which system they like more, without having to start a new campaign. And since some issues with both OCTH and NCTH have been fixed/adjusted by Sevenfm (thank you so much!) and as he still keeps fine-tuning, it becomes even more important to have the ability to choose the CTH system during the campaign.
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Sergeant
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Re: Experimental Project 7[message #359823 is a reply to message #359821]
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Tue, 28 April 2020 23:46
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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crackwise wrote on Wed, 29 April 2020 00:41- The 12.7mm anti-materiel rifle (Gepard in my case) does not destroy any structures. I have shot about 30 rounds into various objects such as piles of boxes, walls, wooden crates, but could not destroy any. Could it be that the 12.7 mm round is somehow not included in the destruction code? Ideally it should destroy these objects in one or two shots, right?
Try r1500, it should damage trees and other objects better. Also, in my implementation damage is more chance based, so don't expect to destroy brick wall with one shot from 12.7 rifle. Machineguns work best for most objects, still you can use high caliber rifles to destroy a wall with a few shots.
Also, with small objects like crates it may be a problem to hit them.
Quote:- I have shot a lot of times into wooden objects (walls and furniture) with a 7.62 mm machine gun with tracer ammo. I could not get them to ignite. Grass ignites fine though.
The chance to ignite burnable object is 1%, so you have to shoot a lot to ignite something. Also, a bullet can only ignite object if it can potentially destroy it, so machinegun with tracer ammo will work better than SMG with 9x19 tracer ammo.
With the grass, the chance is 5% (more in a hot sector).
I didn't want to make fire the main function of tracer ammo, more like rare event.
[Updated on: Tue, 28 April 2020 23:52]
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Re: Experimental Project 7[message #359903 is a reply to message #359901]
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Sun, 03 May 2020 00:08
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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crackwise wrote on Sat, 02 May 2020 23:42Also, thank you so much for the new NCTH tweaks. Finally, suppression fire works as intended since bullets do not ridiculously fly into air.
Great if it works now as intended, suppression in NCTH always bothered me as it was too ineffective and unpredictable. Now you can use machinegun for it's main role - as a suppressive long range weapon. It's also important that max bullet deviation is limited depending on weapon effective range and recoil value, so rifle with effective range 30 will be effective for suppression at 30 tiles, but if it has recoil 20, the range of effective suppression is limited to 15, after that max bullet deviation will quickly increase so at some point bullets will start flying too wide to cause any effect. Another modifier is alt weapon holding, which starts decreasing max effective suppression distance after 15 tiles, so hip firing with AR at 30 tiles may be less effective, even if rifle has range 30 and recoil 10 (recoil 10 has no penalties or bonuses).
Another important change is that ground shots are reduced now (at least for first shot) - if the bullet should fly lower than ground level, it's Y value instead reversed so it flies higher and slightly to the left or right. This change also has effect on suppression, as half of bullets do not end anymore somewhere on the ground between shooter and target. Still, some bullets may hit the ground somewhere around target because of accuracy based bullet deviation or the way recoil works.
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Re: Experimental Project 7[message #359971 is a reply to message #359970]
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Fri, 08 May 2020 15:52
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silversurfer |
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Messages:2793
Registered:May 2009 |
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ItemFlag is a bit mask. You can combine them.
Taken from Item Types.h:
Toggle Spoiler
// -------- added by Flugente: various item flags --------
// flags used for various item properties (easier than adding 32 differently named variables). DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
// note that these should not be used to determine what kind of an attachment an item is, that is determined by attachmentclass and the AC_xxx flags above
#define BLOOD_BAG 0x00000001 //1 // this item is a blood bag can can be used to boost surgery
#define MANPAD 0x00000002 //2 // this item is a MAn-Portable Air-Defense System
#define BEARTRAP 0x00000004 //4 // a mechanical trap that does no explosion, but causes leg damage to whoever activates it
#define CAMERA 0x00000008 //8
#define WATER_DRUM 0x00000010 //16 // water drums allow to refill canteens in the sector they are in
#define MEAT_BLOODCAT 0x00000020 //32 // retrieve this by gutting a bloodcat
#define MEAT_COW 0x00000040 //64 // retrieve this by gutting a cow
#define BELT_FED 0x00000080 //128 // item can be fed externally
#define AMMO_BELT 0x00000100 //256 // this item can be used to feed externally
#define AMMO_BELT_VEST 0x00000200 //512 // this is a vest that can contain AMMO_BELT items in its medium slots
#define CAMO_REMOVAL 0x00000400 //1024 // item can be used to remove camo
#define CLEANING_KIT 0x00000800 //2048 // weapon cleaning kit
#define ATTENTION_ITEM 0x00001000 //4096 // this item is 'interesting' to the AI. Dumb soldiers may try to pick it up
#define GAROTTE 0x00002000 //8192 // this item is a garotte
#define COVERT 0x00004000 //16384 // if LBE, any gun inside will be covert. On a gun, it will be covert in any LBE, even if the LBE does not have that tag itself
#define CORPSE 0x00008000 //32768 // a dead body
#define SKIN_BLOODCAT 0x00010000 //65536 // retrieve this by skinning (=decapitating) a bloodcat
#define NO_METAL_DETECTION 0x00020000 //131072 // a planted bomb with this flag can NOT be detected via metal detector. Use sparingly!
#define JUMP_GRENADE 0x00040000 //262144 // add +25 heigth to explosion, used for bouncing grenades and jumping mines
#define HANDCUFFS 0x00080000 //524288 // item can be used to capture soldiers
#define TASER 0x00100000 //1048576 // item is a taser, melee hits with this will drain breath (if batteries are supplied)
#define SCUBA_BOTTLE 0x00200000 //2097152 // item is a scuba gear air bottle
#define SCUBA_MASK 0x00400000 //4194304 // item is a scuba gear breathing mask
#define SCUBA_FINS 0x00800000 //8388608 // this item speed up swimming, but slows walking and running
#define TRIPWIREROLL 0x01000000 //16777216 // this item is a tripwire roll
#define RADIO_SET 0x02000000 //33554432 // item can be used to radio militia/squads in other sectors
#define SIGNAL_SHELL 0x04000000 //67108864 // this is a signal shell that precedes artillery barrages
#define SODA 0x08000000 //134217728 // item is a can of soda, sold in vending machines
#define ROOF_COLLAPSE_ITEM 0x10000000 //268435456 // this item is required in the collapsing of roof tiles. It is used internally and should never be seen by the player
#define DISEASEPROTECTION_1 0x20000000 //536870912 // this item protects us from getting diseases by human contact if kept in inventory
#define DISEASEPROTECTION_2 0x40000000 //1073741824 // this item protects us from getting diseases by human contact if kept in inventory
#define LBE_EXPLOSIONPROOF 0x80000000 //2147483648 // any gear in LBE with this flag is protected from explosions
Scuba mask is 0x00400000 and disease protection #1 is 0x20000000. If you combine them you get 0x20400000 (hex) or 541065216 (decimal).
Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MODReport message to a moderator
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