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The author summerized this when exploring the reason MG not attacking some helicopter in personal MOD, resistance tank displaying green name for east vehicles, and units like M1A2 and Leo2A6 displaying M1A1 name when just being created. The parameter "accuracy" is mainly discussed.

 

See completed file at link below.

https://drive.google.com/file/d/1DLkNhQSbOfjh5gnmu9rKZ9hgelDNp1CA/view?usp=sharing

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An example applying this trick on side attribute.

The small MH6 helicopter in video applied this trick. Such a helicopter won't be attacked by tunguska before it get close enough. It's recognized as "civilian vehicle" by tunguska when far away. As a contrast, BIS UH60/Ch47 will be attack immediately at that distance.

This helicopter has an abstract base class whose accuracy is 0.3 and side is civilian side, a father class whose accuracy is 3.5 and side west, its class itself is accuracy 1000. It is the father class 3.5 accuracy and base class civilian side that consist of this trick. Such a trick had been applied by BI in the second last mission of "resistance" campaign, using those "fakeC" soldiers.

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Very nice write up! On a side note, I'll add that @kenoxite exploited the connection between camouflage/sensitivity and unit class inheritance tree in WW4 Ext. Here's his post from 2015, explaining Ext implementation of this:

 

On 8/31/2015 at 8:32 AM, kenoxite said:

How enemy identification and detection for AI works in Ext

 

https://imgur.com/a/xxGka

(check the image descriptions at the bottom for more info)

Basically, Ext units inherit four base classes:

  1. Random person - This sets the basic stats and it's identified as neutral (Man, in yellow).
  2. Generic soldier - This sets the basic stats for soldiers and it's identified as neutral (Rifleman, in yellow).
  3. Faction soldier - Sets the basic stats for a normal Ext soldier and has side defined (Rifleman, red if enemy)
  4. Role soldier - Sets the specific stats for the role of the soldier (<Whatever role the unit has>,red if enemy)

This gives awareness to Ext units of other enemy or neutral nearby units without giving them total knowledge of their side or role. That information is only gathered by AI units when those units get closer, similar to how a human would do it. Once a unit has been revealed (by the naked "eye" or through magnified optics, such as binoculars or rifle scopes) all proceeds as you would expect with WW4 units.

 

Another difference between WW4 Ext and vanilla WW4 is sneaking. In vanilla WW4 sneaking around enemies is not possible (due to increased hearing abilities). In Ext, the units hearing is similar to BIS default, but the noise generated varies by their unit class. Noise generated is higher for regular soldiers and lower for civilians and insurgents (they have little to no gear) and SF and recon units (they are trained for this). In general, it's closer to vanilla OFP/CWA behaviour than to WW4.

 

You can see all this stealth system working in this test/showcase mission: https://www.mediafire.com/download/t4au5lsi2l1gnkl/_ext_stealth_test.eden.zip

You have an SF and regular Ext unit to the left, and a SF and a regular vanilla WW4 unit to the right. Test this mission using several speeds and stances (walking, jogging, running, kneeling, crawling, etc). The dots over their heads indicate if they have spotted you: not detected (green), suspected (yellow), detected (red).

 

Ext values for sensitivity and camouflage are defined in ww4ext_inf_cfg.pbo\definitions.hpp.

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Supplement on 1000 accuracy: The 1000 accuracy is not necessary when applying on non-aircraft vehicle. The reason I use 1000 accuracy is, which is mentioned in the article, that 1000 accuracy can make AI ignore the "model" attribute when deciding whether to use MG to shoot at aircraft or not. When editing a vehicle without considering if it'll be attacked by AI MG, the 1000 accuracy is unnecessary.

 

Besides, the "armor" value play main role in affecting vehicle being attacked by AI with MG. One can verify this by checking the original BIN\CONFIG. The total health point (HP) of a object is decided by the product: (armorarmorStructural). M2staticMG is a unique vehicle with 10 armorStructural . The reason its armorStructural so high probably is aiming to reduce the armor value to make soldiers using rifle to attack it. And players may have noticed that AI sometimes will use MG to attack T55/M60 but never T72/T80. One can test assign T80's armorto 1% (7) and armorStructural to 100 times (200) and see whether AI MG will shoot at T80.

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