AI Modding
#1

Question for the powers that be: Is there any kind of AI mod underway? I've been working on the AI for a few weeks now, and I've made some progress, but if there's anything going on behind the scenes it would probably be best to collaborate.

Regards.
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#2

I am dabbling with it a bit. Mostly studying the structure of the maneuvre file, making changes to see what happens. I would gladly let you take the lead on this if you are willing. I will keep you updated on anything I find out.
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#3

I've been messing with some of those files, too - without any positive results yet, i'm afraid... Cry
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#4

Hello,

I did some experimentation a while ago. Mainly changing the order and number of evasive manoeuvres etc. One of the interesting discoveries is that the AI combines whatever manoeuvres are called (ie. if you aren't careful the AI will try to carry out two at the same time).

My own priorities would have been to make the AI less aggressive. In real life pilots had to disengage due to excess adrenaline (nerves) or due to being isolated from allied aircraft (and being vulnerable). In addition many pilots disengaged as soon as they felt they'd lost the advantage (often after the first run).

One possibility would be to give aircraft a probability of disengaging (Diving or RTB) when their ammunition dropped below a certain point. Ideally, there would be a probability when the ammunition dropped below 95% and a higher probability when it dropped below 60%.

The other possibility would be to give aircraft an increased probability of switching to the RTB waypoint if they are far away from an allied aircraft. This should be possible as there are both commands for changing waypoint (or RTBing) in one of the files and there is also a command for checking the distance to allied aircraft (this is done as part of a check to ensure that aircraft don't call for reinforcements if the allied aircraft are too far away).

S!
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#5

Maybe you guys have discovered this already, but there's a debug line in one of the files that can be enabled that allows you to output the maneuver that the AI is performing to the console log. It's pretty handy to see what and when is going on.

I hesitate to elaborate because I'm not sure if we're supposed to be discussing this stuff.

Any mod/admin types care to explain how we can share ideas without getting in trouble?
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#6

certificate Wrote:Any mod/admin types care to explain how we can share ideas without getting in trouble?

Give me a small list of names, and I will add you to the AAA projects section, there you could discuss this openly.
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#7

Sounds good Magpie. Also, I have a beta ai mod ready that I would like to get user's opinions on, do I have to submit it or something before posting it in the forum, or do I just put it in an SFX and post it?
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#8

So, how do I submit a beta mod, anyone?
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#9

Certificate,

Upload your mod to filefront or the file share site of your choosing.

Create a new post in the WIP Beta Mod section describing your mod and containing the link to the file.

You don't need permission, just go ahead.

I am interested to see what you have.


Good Luck
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#10

Do you gents still need access to the private section? Seeing the beta release, I'm unsure if you plan to work together still... Please advise...
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#11

If one of you amazing guys (I mean that) could figure out a way to get AI wingmen (of both human and AI flown leaders) to do something other than just follow thier leaders around. A few patches back you could order AI wingmen to cover you and they would.

The AI leaders wingmen are totally useless and play no role in a fight until thier element leader is destroyed. That is kind silly.

Just a comment. I'm just a misn blder FMB guy who could make much better product if this were ever corrected or even returned to the way it was in some of the earlier patches.

Thanx again for all the work you guys do.


.....grateful FMB guy.
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