Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
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Re: Experimental Project 7[message #346195 is a reply to message #346071]
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Tue, 12 July 2016 12:06
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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Ja2+AI update
Fixes:
- lua fixes
- CalcBestStab, CalcTentacleAttack: 100 AP fix
- EstimatePath fix: ignore person at destination
- opplist fix: effective volume for sleeping soldiers
Misc:
- show message when soldier cannot use military colors to disguise as civilian
- added r7016: static shadows decrease brightness (by anv)
- auto pick up backpacks when combat is over
- SoldierControl: stop cowering animation for player merc only if soldier has some AP
Watched locations:
- allow communication if distance < DAY_VISION_RANGE / 2 and there is line of sight between soldiers
- allow communication if both soldiers have hearing aid and distance < DAY_VISION_RANGE
Red AI:
- penalize watching if some friends see enemy at watched location
- abort seek if moving out of sight cover not at the start of the turn
- abort seek if moving out of prone sight cover not at the start of the turn
- go prone for watching only in turnbased and only at the start of new turn
- abort taking cover if moving out of sight cover not at the start of the turn
- abort taking cover if moving out of prone sight cover not at the start of the turn
- stop moving at dangerous place if enemy is closer than DAY_VISION_RANGE
- penalty to Watch decision when overcrowded - use DAY_VISION_RANGE / 4
- search advance spot with sight cover
- Check seek/hide path optimization: break when found dangerous spot
AI:
- Red, Black decision: before deciding anything, stop cowering, this fixes rare bugs when cowering soldier cannot attack
- Shooting: Reserve MAX_AP_CARRIED before attack if found sight cover spot nearby, try to reserve AP by lowering aim time if needed
- Shooting: check if soldier can find better position before firing (take cover keeping LOS to target)
- Punching: don't change AimTime if ECC is not enabled
- allow stabbing recently seen opponents
- Zombie will take cover if he cannot attack, move to enemy or seek friend
- Stab attack: don't change aim time calculated by CalcBestStab
- FindFlankingSpot: search full search range
- Movement mode update (reworked running/swatting decisions, allow crawling)
- Attacks: penalize going prone from standing, allow shooting in RED state for all soldiers
- AI Morale update
- StandardInterruptConditionsMet: cowering soldier cannot interrupt
- WatchedLocLocationIsEmpty: check NewOKDestination for adjacent tiles
- Decide between moving and shooting: update
- Change attitude for sniper to CUNNINGSOLO
- Black AI: Black cover advance (if soldier cannot attack or weapon range is short)
Download:
not available
[Updated on: Wed, 13 July 2016 18:49]
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Re: Experimental Project 7[message #346220 is a reply to message #346195]
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Wed, 13 July 2016 12:25
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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Ja2+AI update
- movement mode update
- fix: wrong Bleeding calculation, canteen using
- update: lose max health when using regen boost
- if team haven't seen enemy recently, don't decay watched locations, also consider all corpses as dangerous
- find corpse nearby update: check corpse colors for soldier team, check corpse bodytype for soldier bodytype
- it's possible to set side for civ groups (any not 0 value can be used) - <Side>2</Side>
- disabled suppression fire on zombies
- don't switch to Green/Yellow AI, if there are fresh corpses nearby
You can make a civ group hostile to both player and enemy:
- set Side 2 or 3 in CivGroupNames.xml, for example:
Quote:<NAME>
<uiIndex>1</uiIndex>
<Enabled>1</Enabled>
<szGroup>Rebel</szGroup>
<AddToBattle>1</AddToBattle>
<Loyalty>1</Loyalty>
<Side>2</Side>
</NAME>
- set group as hostile in GameInit.lua
Quote:SetCivGroupHostile( Group.REBEL_CIV_GROUP , Civ_status.CIV_GROUP_HOSTILE )
Download:
https://www.dropbox.com/s/jdmfx5glh6pvcf5/ja2_7609en%2BAI_r221.exe?dl=0
https://www.dropbox.com/s/hrzx50q67nvl2lu/ja2_7609ru%2BAI_r221.exe?dl=0
[Updated on: Wed, 13 July 2016 18:34]
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Re: Experimental Project 7[message #346230 is a reply to message #346036]
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Thu, 14 July 2016 02:10
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Slax |
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Messages:1410
Registered:July 2006 Location: People riding polar bears... |
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sevenfm wrote on Tue, 28 June 2016 11:51Slax wrote on Tue, 28 June 2016 04:31How about some cooler/better looking bullet effects? The white dot sometimes looks weird and displaced... and it's been around since forever.
Any ideas?
Showing bullet as a sprite doesn't seem like a good idea to me.
Changing bullet color is easy, you don't even need to code that, for example, you can make bullets completely invisible.
Completely invisible does sound like a nice option to have. Maybe mixing that together with sped up projectiles would have a nice effect.
What if the bullet color kept background color in mind? Something to make shots less visible. Faux transparency, if you will.
1.13: Install JA2, unpack latest, play.
AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.Report message to a moderator
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Re: Experimental Project 7[message #346473 is a reply to message #346443]
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Thu, 04 August 2016 21:51
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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edmortimer wrote on Tue, 02 August 2016 11:33Seven, what's going on with the AP count now? I've only had time for a few short playtests (of other stuff), but have noticed that when PCs get brought to zero AP they stay at zero for at least a couple turns. Is it that negative APs are being shown as zero APs?
It's a part of 'improved suppression' feature added in new release:
- action points can be reduced to zero when soldier is suppressed
- action points at the start of new turn are reduced depending on current shock level
- if soldier has cowering shock level (you can see this by cowering animation though it's not 100% always happens)
- if soldier has cowering shock level after suppression attack, he loses all APs
- soldier can still have negative APs if he is hit or for another reason, but not from suppression
- alcohol reduces shock from suppression, hungover state increases shock
- adrenaline effect reduces AP loss from suppression
- suppression is less effective if soldier is running
- cowering shock level is equal for all soldiers (MAX_SUPPRESSION_SHOCK/2), but different soldiers have different suppression tolerance which determines how quickly soldier will reach max level and how effective suppression is in general against this soldier
- new shock level at new turn depends on soldier's morale, with morale=100 shock level is reduced by 50%
- shock level is reduced by 50% at the start of new turn if soldier is not under attack or if soldier is dauntless
- shooting at enemy reduces actual shock level, depending on number of bullets fired and also gun damage and loudness
- shock level reduces effective marksmanship and dexterity, old shock effects for shooting are disabled
- shock from attack is reduced by fear resistance value (from skills and backgrounds), max SL_FEAR_RESISTANCE is limited by 25%
- AI soldiers also use morale for shock calculation, they start with max morale depending on soldier's level, every successfull suppressive attack redices morale for AI soldier, every turn that AI soldier is not under attack his morale is restored up to max value depending on his exp. level
Other changes:
- disabled badass animations by default (enable them using BADASS_ANIMATION = TRUE if you want)
- less BP loss when shooting with RPG or flamethrower
- flyback critical animation is possible only when using shotgun or rifle or machinegun (no flyback from pistols or smg's)
- [v] button shows if IIS/NCTH is used
- SAFE_SUPPRESSION option enables additional checks for AI when shooting for suppression (ni general, this will mean less suppression fire, also less bullets to the backs of your mercs from militia and less harm for civilians)
NCTH:
- VERTICAL_BIAS is always 1.0 for showing cursor, so it always looks like circle (no more ovals)
- max shown aperture limited to 100 (no more gigantic circles), in this case color is changed to dark red
- laser is shown as dot in the center of target cursor
- press ALT to see bullet deviation as gray circle
- no more than 10 bullets are shown in autofire mode, the rest is shown as + sign
- use full IRON_SIGHT_PERFORMANCE_BONUS at half day vision range, at greater distance iron sights bonus is reduced
- changed distribution: accurate shots are more accurate (green cursor), less lucky hits with bad aim (red cursor)
- always use VERTICAL_BIAS = 0.5 for shooting (less stupid shots to the ground)
- limited max distribution for first shot (less silly looking shots)
Alcohol and drugs:
- alcohol level is changed every hour instead of every turn, so being drunk can have some serious consequences now
- using alcohol and drugs in turnbased requres AP
- alcohol and drugs start effect immediaely (don't need to wait for new turn)
- not recommended to use alcohol and adrenaline at the same time (will result in heart attack with stats loss)
AI:
- ignore noise if friendly soldier is standing at this tile
- correctly estimate new AP at the start of new turn
- suppression shock reduces AI morale (AI aggressiveness) depending on current shock and morale level
- correctly check corpse level when checking for fresh corpses
- when shooting for suppresssion use last known enemy position
- don't use suppression fire on monsters
- allow AI to shoot HeavyGun weapons when crouched or prone (fix 1.13 bug)
- check if soldier has NVG for night decisions (in general AI without NVG will be more aggressive as sitting and waiting is bad decision for him)
- hip firing reworked (fix very bad 1.13 code)
- always use 0 aiming when shooting for suppression
- allow attacking empty vehicles with greandes or RPG (why not? blow them up!)
- tanks can use suppression fire (only machinegun at the moment)
- only snipers and marksmen will use sniper fire in RED state (aimed shooting at targets someone else sees)
- only snipers and marksmen will ask for targets (when use see 'snipers!' message)
- disabled suppression fire on dying or unconscious targets
- correctly calculate day/night vision range for AI
- don't use gas/stun grenades against zombies
- don't shoot through walls (when no endless LOS between shooter and target)
- reduced melee attack attractiveness for AI
- fix many shooting related 1.13 bugs like uninitialized values or really stupid code
- check if sector is jammed before deciding to raise alert (results in every AI using radio every turn in 1.13 when there is panic trigger in sector and communications are jammed)
- reworked turning and raising gun decision
- disabled melee attack against zombie if shooting is possible
- some fixes and improvements for Zombie AI (hiding, searching for enemy, moving to closest zombie-friend who knows enemy location, kind of zombie telepathy)
[Updated on: Thu, 04 August 2016 21:52]
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Re: Experimental Project 7[message #346475 is a reply to message #346474]
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Thu, 04 August 2016 22:42
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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edmortimer wrote on Fri, 05 August 2016 00:19Cool, thanks for the explanation. Some of that I had modified similarly through the XMLs (shock, suppression, vertical bias, et al). Question: when you say "always use" does that mean the XMLs will not modify the behaviour anymore?
If you mean VERTICAL_BIAS, it's set in cthconstants.ini, not in XML.
Yes, the value from ini is not used anymore.
I find it very strange that soldier's stance changes vertical distribution, it doesn't happen in RL and doesn't make any sense in the game.
All other options work as in stock 1.13, also min AP value is set to 0 for suppression (AP_MIN_LIMIT works as before for other reasons of AP loss).
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Re: Experimental Project 7[message #346481 is a reply to message #346478]
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Fri, 05 August 2016 09:15
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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edmortimer wrote on Fri, 05 August 2016 09:31Quote:AI soldiers also use morale for shock calculation, they start with max morale depending on soldier's level, every successfull suppressive attack redices morale for AI soldier, every turn that AI soldier is not under attack his morale is restored up to max value depending on his exp. level
Do you mean AI morale is restored immediately to max level, or that morale steadily increases until it reaches max level?
Every turn, morale for AI soldiers is restored by value equal to soldier's exp. level (1-10), to max value of (60 + 2 * ExpLevel).
This means, if AI soldier will be under heavy suppression fire for several turns, his morale will drop to low level, so he will play defensively and also will be more vulnerable to suppression attacks, but if he will avoid suppression fire for several turns, his morale will restore to max level.
In stock 1.13, morale value for AI soldiers is not used at all.
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Re: Experimental Project 7[message #346506 is a reply to message #346482]
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Sat, 06 August 2016 16:46
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Toma777 |
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Messages:55
Registered:October 2013 Location: serbia |
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Can you make separate exe and XML? I know it's tedious job to maintain several exe versions!
[Updated on: Sat, 06 August 2016 16:47] Report message to a moderator
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Corporal
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Re: Experimental Project 7[message #346509 is a reply to message #346506]
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Sat, 06 August 2016 20:36
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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Toma777 wrote on Sat, 06 August 2016 18:46Can you make separate exe and XML? I know it's tedious job to maintain several exe versions!
I don't understand what you mean. Ja2+AI is already a separate exe.
Or are you talking about adding another exe that will support new features requiring XML changes? I think if you really want new features from trunk it's better to play with latest unstable exe. I don't plan to add more features from main trunk, at least not in near future.
[Updated on: Sat, 06 August 2016 20:38]
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Re: Experimental Project 7[message #346661 is a reply to message #346636]
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Tue, 16 August 2016 01:40
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Uriens |
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Messages:345
Registered:July 2006 |
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yarco wrote on Sat, 13 August 2016 13:42silversurfer wrote on Sat, 06 August 2016 20:57sevenfm wrote on Sat, 06 August 2016 19:32
That's why it's called Experimental project - it allows me to implement some ideas that I cannot implement in stock 1.13 and also test some experimental concepts.
Anyway some constructive critique is always welcome.
Actually I like a lot of the stuff you have done in your experimental builds especially the AI changes/fixes. I would like to see more of this implemented in the development builds.
Me too!
Same for me. It's a bit unrealistic to expect from this old grizzled community to jump on every change mentioned here and have them say, please implement it. I'd say if they don't complain about it, implement it.
Besides, community (me included) always complained about how bad AI is so i think that every (working) change that improves AI is a must for the main trunk. In this particular case, having ai be more careful about friendly fire is at the top of the list of changes as newest main trunk changes now have stray bullets hit crouched and prone targets as well.
You are doing a great work here, keep it up.
Btw, did anyone mention how smilies suck in this forum? Older forums had them way better.
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Master Sergeant
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