zooloo75 834 Posted June 15, 2014 A zooloo tactics framework :) Very good plans about your military tactics implementation, I hope a lot is doable and playable on <(year 2035) PCs. You have a better CPU than I, so you should be fine :) Share this post Link to post Share on other sites
miketim 20 Posted June 15, 2014 (edited) If you add AI infinite ammo, in any type of implementation, could you make it configurable in a hpp or whatever, I assume that is what you would do, should be pretty simple. Thanks Edited June 15, 2014 by MikeTim fix me grammers Share this post Link to post Share on other sites
zooloo75 834 Posted June 15, 2014 Just witnessed the AI effectively using their grenades thanks to my code :) I was inside of a house, firing upon the enemies, and I hear a "thud" of a grenade land on the floor next to me. The enemy threw a grenade through the window and killed me :O Also added in unconscious states. If a unit takes a considerable amount of damage from a source, then they will become unconscious, lying on the ground for a time upwards to a minute. Players can also lose consciousness, the screen will black out and all sound is muted. I am also planning on implementing effective body armor. ---------- Post added at 11:14 PM ---------- Previous post was at 10:40 PM ---------- Addition: Weather affects unit performance. ---------- Post added at 11:19 PM ---------- Previous post was at 11:14 PM ---------- Addition: AI are aware of nearby gunfire and will try to pinpoint the location, advancing towards it. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted June 15, 2014 Can you give a brief on what gametype market this is designed for? Share this post Link to post Share on other sites
froggyluv 2136 Posted June 15, 2014 Regarding infinite ammo: FFIS1 had infinite ammo for units only when they were in the suppression state. Ahh, very clever. The problem always had with re-arm AI mods is to put it frankly -the AI are way too dumb to re-arm in an effective manner either walking thru bullets or heading off 2000m to grab a mag. Too bad the AI default scheme can't be over-ruled so that they could literally just sprint where they want to go minus the chicken dance. Ahh well.. OT: Man that grenade tossin sounds deadly, can't wait to try this :) Share this post Link to post Share on other sites
das attorney 858 Posted June 16, 2014 Too bad the AI default scheme can't be over-ruled so that they could literally just sprint where they want to go minus the chicken dance. Ahh well.. That can easily be done.. ;) Share this post Link to post Share on other sites
zooloo75 834 Posted June 16, 2014 Addition: Body armor is now effective. Shots to the torso will have reduced damage. Going unconscious will cause the unit to drop their current weapon (lose grip). The unit's weapon can be shot out of their hands. Good night :) Share this post Link to post Share on other sites
diesel5187 73 Posted June 16, 2014 Addition: Body armor is now effective. Shots to the torso will have reduced damage.Going unconscious will cause the unit to drop their current weapon (lose grip). The unit's weapon can be shot out of their hands. Good night :) I like! Share this post Link to post Share on other sites
KaneSvK 1 Posted June 16, 2014 Addition: Body armor is now effective. Shots to the torso will have reduced damage.Going unconscious will cause the unit to drop their current weapon (lose grip). The unit's weapon can be shot out of their hands. Good night :) Nice, im looking forward to your mod realease :). I wonder what would happen, if AI drops his weapon after beeing shot/unconscious. Will he be able to pick it up afterwards or he ll be rendered helpless and will surrender? Btw adding rearming function would make this mod worth downloading alone :). Good luck with scripting Share this post Link to post Share on other sites
kremator 1065 Posted June 16, 2014 (edited) Agree that the AI will have to be able to rearm following weapon drop. Building in an AUTO ammo rearm too would make it a very valuable tool. Regarding the grenade toss... this does sound very cool. genesis92 has also got AI using demolition charges on buildings where enemies are holed up :) Might want to consider that too! Edited June 16, 2014 by Kremator Share this post Link to post Share on other sites
katipo66 94 Posted June 16, 2014 (edited) Regarding military tactics, Would it be possible for ai to use any artillery or armour to pound enemy positions before sending foot soldiers in, or having armour clear urban areas from a 'safe' distance followed by insertion of foot soldiers, there's lots of great footage on the Syrian conflict of T72s targeting certain buildings and then bmps quickly moving in and unloading troops.. Really interesting, could watch that stuff all day, anyway would be great if something close to that could be achieved. Sorry man, you built up some expectations now, I should know better! Edited June 16, 2014 by Katipo66 Share this post Link to post Share on other sites
sttosin 67 Posted June 16, 2014 Thanks, to start it off, I am going to code in the Basic Drill tonight (http://en.wikipedia.org/wiki/Infantry_Minor_Tactics#Basic_Drill).Tomorrow is full of coding :) Did you get AI to do "double tap" shooting? Share this post Link to post Share on other sites
zooloo75 834 Posted June 16, 2014 Did you get AI to do "double tap" shooting? Yes :) ---------- Post added at 01:45 PM ---------- Previous post was at 01:44 PM ---------- Regarding military tactics, Would it be possible for ai to use any artillery or armour to pound enemy positions before sending foot soldiers in, or having armour clear urban areas from a 'safe' distance followed by insertion of foot soldiers, there's lots of great footage on the Syrian conflict of T72s targeting certain buildings and then bmps quickly moving in and unloading troops.. Really interesting, could watch that stuff all day, anyway would be great if something close to that could be achieved.Sorry man, you built up some expectations now, I should know better! No reason not to put in fire support since my first FFIS had it! :D Regarding tanks, I'm primarily focusing on infantry combat, but vehicular AI should be the next phase in development after infantry. I do like the idea of having tanks fire upon buildings. I may actually code that in tonight once I work out a bug. ---------- Post added at 01:49 PM ---------- Previous post was at 01:45 PM ---------- Agree that the AI will have to be able to rearm following weapon drop. Building in an AUTO ammo rearm too would make it a very valuable tool.Regarding the grenade toss... this does sound very cool. genesis92 has also got AI using demolition charges on buildings where enemies are holed up :) Might want to consider that too! Good idea, the demolition units need love too :) Regarding rearming, it is planned. Also AI that regain consciousness will pick up their weapon. ---------- Post added at 02:25 PM ---------- Previous post was at 01:49 PM ---------- An idea I want to implement soon is surrendering and medical roles. Given certain conditions, units may surrender and will be restrained with their weapons taken from them. Units that are unconscious should also be able to get restrained by the enemy. Also following rules of engagement, wounded units out that are incapable of combat will not be fired upon and should be medically helped and captured by opposing forces when the area is deemed safe. Enforcing the Geneva Conventions (http://people.howstuffworks.com/rules-of-war1.htm). Share this post Link to post Share on other sites
kremator 1065 Posted June 16, 2014 ^^ with all this zooloo75 ... I think I know where my vote will be going if you manage to pull all this off mate! Share this post Link to post Share on other sites
SLAP0 10 Posted June 16, 2014 I have here a military study about target detection and range estimation as a function of terrain complexity, target speed and target distance. I didn't even want to post it at first, but since you are so serious about this. I think it could help to make the AI to appear more human. I just leave it down there. TARGET DETECTION AND RANGE ESTIMATION Share this post Link to post Share on other sites
zooloo75 834 Posted June 16, 2014 I have here a military study about target detection and range estimation as a function of terrain complexity, target speed and target distance. I didn't even want to post it at first, but since you are so serious about this. I think it could help to make the AI to appear more human. I just leave it down there. TARGET DETECTION AND RANGE ESTIMATION Thanks! Share this post Link to post Share on other sites
sttosin 67 Posted June 16, 2014 This was in the list of tactics you linked to as well. http://en.m.wikipedia.org/wiki/Center_Peel I've always wanted to see AI use this (Enemy and friendly squads). Did this one make the cut? Share this post Link to post Share on other sites
zooloo75 834 Posted June 16, 2014 This was in the list of tactics you linked to as well. http://en.m.wikipedia.org/wiki/Center_Peel I've always wanted to see AI use this (Enemy and friendly squads). Did this one make the cut? Ooh, that one sounds interesting ;) Share this post Link to post Share on other sites
kremator 1065 Posted June 16, 2014 I don't think I've ever seen AI disengage from a fight (or potential one!) effectively. This would be nice to have. Share this post Link to post Share on other sites
zooloo75 834 Posted June 17, 2014 My ToDo list is getting quite hefty - although I am dishing out these features at a good pace, I'm going to have to ask you guys to put your suggestions on standby so I can catch up :) Thanks! Share this post Link to post Share on other sites
sttosin 67 Posted June 17, 2014 Haha Np. Let us know when you are ready for more. Share this post Link to post Share on other sites
kremator 1065 Posted June 17, 2014 My ToDo list is getting quite hefty We wouldn't want you to be bored! You can hopefully see the interest that this is generating. Share this post Link to post Share on other sites
zooloo75 834 Posted June 17, 2014 All development usually takes place during Friday and the weekends, after work xD Not trying to work up any sympathy, but college tuition is also quite hefty, so any prize money that I could get from this contest would definitely help out. I'm still happy to pick up the FFIS project and give the community hope in the AI! :P Share this post Link to post Share on other sites
sttosin 67 Posted June 17, 2014 All development usually takes place during Friday and the weekends, after work xDNot trying to work up any sympathy, but college tuition is also quite hefty, so any prize money that I could get from this contest would definitely help out. I'm still happy to pick up the FFIS project and give the community hope in the AI! :P Don't get me started on college tuition costs, student loans and the hard choices students and parents must make these days. A lot of the community appreciates a great AI mod. Some of what you have mentioned sound game-changing enough if you deliver on the goods you will get votes. I suggest releasing some videos of different features to get the word out. Get on twitter # makearmanotwar or #makearma whatever it is. Share this post Link to post Share on other sites
J. Schmidt 10 Posted June 17, 2014 @Zooloo75 This is looking very promising, I'm liking all the features you've put into it as well as the ones you are planning on putting into it. Keep up the great work! Share this post Link to post Share on other sites