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Scripts v.193, combat AI
*sam*
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This patch adds the improved combat driving AI that I have been working on. There are numerous areas I have worked on.. the ones I can remember are:

* Improved pathfinding in cluttered environments
* Improved collision avoidance, especially cliffs
* NPC cars will now chase and shoot at pedestrians
* In wilderness combats, NPC cars work more as a team, so they don't all target the same car. Also they attempt to apply some "common sense" so a slow car is less likely to chase after a fast car, etc.
* They should 'change their mind' less often, but more so when they decide a particular chase isn't working out.
* They specifically check for a situation where they're becoming isolated and taking heavy hits; in this case they back off and await backup
* Long range cars will attempt to find static locations to sit and shell you from, if appropriate. Even short-range cars will sit still if they seem to be doing well at their current location.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jun 4, 2008, 10:01 am Last edited Jun 4, 2008, 4:30 pm by *sam*
*Zothen*
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Its ALIVE! Seems AIs will get a brain now! Thank you very much, Sam! Dinner is served - so lets go to our bloody work and test the stuff! =)
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vet marshal wv

Posted Jun 4, 2008, 10:11 am
*viKKing*
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Woot!  :cyclops:

I hope I will be able to test that.

We only need to find players with a brain now!  ;)
(I'm joking guys, don't shoot me, please)
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vet cont zom slay2013 marshal wv

Posted Jun 4, 2008, 11:10 am
Parduz
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viKKing said:
(I'm joking guys, don't shoot me, please)

Bounty placed :p



Great, Sam!!!
This night i'll go scouting with some fear, for sure.
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vet wv

Posted Jun 4, 2008, 11:28 am Last edited Jun 4, 2008, 11:29 am by Parduz
*Zothen*
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Ive noticed that the AIs are more able to break off the roads. They will do it much sooner and chase you through the wilds. I had a chomper that was following my (exact?) trail so I couldnt shake him off as easily as I was used to. The times where they were heading directly towards you and get stuck behind hills seem to end.
Beware when you head out!

Also there seems to be a bug that can crash the event servers. So be careful out there! Sam is already investigating the problem. Lets press thumbs for a short bug hunt! =)
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vet marshal wv

Posted Jun 4, 2008, 1:37 pm Last edited Jun 4, 2008, 2:06 pm by Zothen
*sam*
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Several event server crashes have happened since the patch, sorry everyone. I'm just about to upload a server-side patch that will hopefully fix it.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jun 4, 2008, 3:29 pm
Alocalypse
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It's still crashing, latest one was an arrival just now at 17:37 server time.
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Jun 4, 2008, 4:38 pm
*sam*
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I know... :mad:
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jun 4, 2008, 4:49 pm
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Was there any tweaks to NPC accuracy vs Pedestrians? With this change, they are going to be more likely to shoot at them, and they're pretty hyper-accurate as it is right now.
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vet

Posted Jun 4, 2008, 6:18 pm
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Yeah, Im worried about my human capital, too, cos I think its related to combats, too - so no more escaping...!
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vet marshal wv

Posted Jun 4, 2008, 6:36 pm
*sam*
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Quote:
Was there any tweaks to NPC accuracy vs Pedestrians? With this change, they are going to be more likely to shoot at them, and they're pretty hyper-accurate as it is right now.


You probably mean vehicle weapon accuracy vs. peds, not NPC accuracy vs. peds? No changes.. I haven't played much lately so I can make this tweak if you think it should be done? Possibly make a reduced accuracy based on the activity level of the target, to simulate rolling/diving etc..?
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jun 4, 2008, 7:13 pm
Jansan
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*sam* said:
Quote:
Was there any tweaks to NPC accuracy vs Pedestrians? With this change, they are going to be more likely to shoot at them, and they're pretty hyper-accurate as it is right now.


You probably mean vehicle weapon accuracy vs. peds, not NPC accuracy vs. peds? No changes.. I haven't played much lately so I can make this tweak if you think it should be done? Possibly make a reduced accuracy based on the activity level of the target, to simulate rolling/diving etc..?


Oh, sorry, yes, specifically any vehicle accuracy vs. peds. That's right.

I do honestly believe this. I've been fielding peds a lot lately (just check out my events), and have been using all squads of infantry.

My experience thus far is:

1. Cover does seem to be working, in general.

2. Vehicle accuracy vs. peds is still far too good. I firmly believe it does need a serious downtweak.

3. As I posted in the suggestions thread, peds need some sort of fallback melee weapon or a way to carry more ammo. It gets kind of stupid when I'm running around a badly wounded enemy pickup truck and can't do anything to it because I just ran out of bullets.

4. I almost forgot to ask, do these collision fixes fix ped-to-ped and ped-to-object collisions? One of the NPC peds bumped into me while I was chasing him and concaved my characters chest and killed her. I just replaced her, but I did want to post that is a serious issue. I wouldn't mind if the NPC ped had actually punched me or kicked me, but we just ran into each other.

5. Now that we have peds, cars with no engine and/or no concoius passengers should not disappear from the battle map in scouts.

6. For fellow players, squad-tactics seem to work best. Too many and it becomes a hassle, too little and you can't do too much against a vehicle.

Overall, good experiences but yes vehicles are still far too accurate against peds. Ped damage seems well balanced, but ammo count is a problem. So I'm not asking for more damage, just a way to damage cars when I'm out of bullets, or at least a way to carry more in a car or something.
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vet

Posted Jun 4, 2008, 7:26 pm
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Event ID S49250 crash 20:33 server time
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vet wv

Posted Jun 4, 2008, 7:35 pm
Alocalypse
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Quote:
Possibly make a reduced accuracy based on the activity level of the target, to simulate rolling/diving etc..?


Quote:
2. Vehicle accuracy vs. peds is still far too good. I firmly believe it does need a serious downtweak.


I like the activity level idea, if it'll make downed peds easier to hit, right now they're still almost impossible to hit with weapons, even at point-blank ranges and since they go down in 1 hit it's very hard to score kills against them unless you run them over repeatedly (my cars are tanks and thus really too slow for that sort of thing).

I think some kind of riot shield that can block ~1 hmg shot worth of damage in the direction the ped is facing would also be a good idea to increase survivability.
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Jun 4, 2008, 7:49 pm
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Alocalypse said:
Quote:
Possibly make a reduced accuracy based on the activity level of the target, to simulate rolling/diving etc..?


Quote:
2. Vehicle accuracy vs. peds is still far too good. I firmly believe it does need a serious downtweak.


I like the activity level idea, if it'll make downed peds easier to hit, right now they're still almost impossible to hit with weapons, even at point-blank ranges and since they go down in 1 hit it's very hard to score kills against them unless you run them over repeatedly (my cars are tanks and thus really too slow for that sort of thing).

I think some kind of riot shield that can block ~1 hmg shot worth of damage in the direction the ped is facing would also be a good idea to increase survivability.


I'd be okay with downed peds being easier to hit as long as active ones are a helluva lot harder to hit.

The riot shield idea (should be in the weapons thread, you might have suggested it already) is a good idea and I support it, but it's a nice addition, not a solution to the problem in my view.

The high activity level bonus is a good solution though, with a higher bonus giving better defense, a 100% giving an especially nice bonus and 10% a tiny bump. 0% activity could in turn grant a penalty to defense since hey, it's not moving.
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vet

Posted Jun 4, 2008, 8:02 pm
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Wouldn't like to see all weapons suffer a ped to hit nerf....

I think shotguns etc should remain fairly easy to hit a ped, but weapons that fire a single round...yeah should be harder
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vet combatL1 raceL1 wv

Posted Jun 4, 2008, 8:09 pm
*sam*
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Quote:
Event ID S49250 crash 20:33 server time


Yeah sorry, we had a couple more crashes this evening. One that alo was playing was really strange, it bombed out on a section of code I have never touched. I'm trying a complete rebuild of the server engine, see if that helps.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jun 4, 2008, 8:10 pm
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pweelg said:
Wouldn't like to see all weapons suffer a ped to hit nerf....

I think shotguns etc should remain fairly easy to hit a ped, but weapons that fire a single round...yeah should be harder


Vehicle Shotguns and Flechette guns (especially) should probably have a better chance than most other guns, but still not as good as ped shotguns. And the especially heavy weapons should have almost no chance to hit. You don't use a vehicular missile to pinpoint strike a single human target, that's total crap.
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vet

Posted Jun 4, 2008, 8:23 pm
*sam*
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The crashes have still continued, and something weird that happened in a scout event I was involved in was totally bizarre. Memory seems to be getting corrupted somehow, so I have rolled back the pathing code for the moment. If stability improves, I'll know it's to blame. Sorry again...
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jun 4, 2008, 11:36 pm
madmax
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Was the bizarre part the you were playing? :p
Good luck on finding the problem.
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vet wv

Posted Jun 5, 2008, 12:19 am
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