.kju 3245 Posted September 6, 2007 /**********/ /* README */ /**********/ /* VERSION: 1.0 */ ////////////////// // Information: // ////////////////// This addon provides a framework for AI testing in Armed Assault. It is sort of a wrapper to make AI editing as simple and comfortable as possible. This is achieved by the following features: + No pbo making required. All changes are done in human readable text files outside of pbos. + Only AI related values present in the text files (maybe a few unrelated ones still in there). + You can change all AI related values via the text files. + You can either work via defines from 3 different configuration files: They allow you to tweak AI values through percentage and in a global fashion. However you can go into the text files itself and tweak every single value yourself. The background for this project is that like in OFP in our view the AI in Armed Assault has still much room for improvement via config tweaks. In general this should make AI tweaking much easier. Nevertheless a sort of basic level of understand about config editing / overall ArmA editing is required. You will find a basic description of the AI values in the "PROPER_AI_Values_Description.txt" (located in "ArmA\@PROPER\addons\PROPER_AI_Test_Framework_Configuration"). For additional information visit the BIKI links to be found in this file. You are advised to the read the whole "endless" readme here as well. ;] Like the name is saying, this is a test framework. In the end once good values are found, a new addon should be made. This project is only for testing. This addon shouldn't be offered with tweaks in it. You can trade your configs of course, but again in the end your work from the testing should end up in a new addon with a "normal" structure. NOT RECOMMENDED TO BE USED IN MULTIPLAYER! THIS WILL BE CONSIDER CHEATING! NOT TESTED IN MULTIPLAYER - THERE IS ALWAYS THE CHANCE TO CRASH THE SERVER WITH MODIFIED DATA - DON'T USE IT IN MP. PERIOD. //////////////// // Structure: // //////////////// This addon consists of two pbos and a folder with various human readable text files: "PROPER_AI_Test_Framework_Core.pbo" ends up in "ArmA\@PROPER\addons". The "PROPER_AI_Test_Framework_Configuration" folder ends up in "ArmA\@PROPER\addons" as well. The "bin.pbo" has to be in "ArmA\@PROPER\dta". ### IMPORTANT ### You _HAVE TO USE_ "@PROPER" as modfolder name! //////////// // Notes: // //////////// This is the full release. However this project will most probably get a few more updates. 1. Very soon we will release an AI value overview of WGL5.12 and standard OFP. You can use these as a reference to compare values to the ArmA standard ones. Feel free to use the values provided in there! We didn't test if the OFP values make ArmA very OFP like as far as AI is concerned. Yet is is very likely that they will have almost the same effect. 2. The define system is open for suggestions. For example it can be made more or less detailed. Any suggestions / help / feedback are very much appreciated. //////////// // HowTo: // //////////// Without modification the PROPER AI Test Framework contains the default / standard Armed Assault values. Editing AI values: ------------------ In general you have two different ways to tweak the values: 1. Defines ---------- They allow you to tweak AI values through percentage and in a global fashion. Any double value is valid. 1 equals 100%, 0.1 = 10% of the standard value, 10 = 10 times the standard value. Almost all values can be tweaked via defines. "Threat[]" and "recoil" has to be tweaked manually (once you have a look at the configs, you will understand. It would be possible to make them tweakable via defines too, but it doesn't really make sense. "Global fashion" means that a change of a define might effect like all infantry classes or all lmg weapon's ammo etc. This depends on the class system setup, class inheritance and value definition in non "base classes" given by the default config structure of Armed Assault. In the "PROPER_AI_Test_Framework_Configuration" folder ("ArmA\@PROPER\addons") you will find these two text files: "PROPER_Defines_Dta_Bin_Config_List.hpp" You can tweak most main config values here. The highest amount of AI values can be tweaked in here and based on the ArmA class system most times changes will have a wide effect over various classes. "PROPER_Defines_A_List.hpp" (A = ALL-IN-ONE) By default this define list will be active. It will affect all AI values to be found in the "ArmA\addons configs". If you only want to tweak AI values via defines, than this file is your way to go. Side note: This set of defines here affects all in the "PROPER_All_in_one.hpp" file (located in "ArmA\@PROPER\addons\PROPER_AI_Test_Framework_Configuration\SourceFiles"). 2. Tweak individual values -------------------------- However you can go into the text files itself and tweak every single value yourself. Note that you should _NOT_ edit any value in the "PROPER_All_in_one.hpp"! Instead you should activate the "SEPARATED" solution: "PROPER_Defines_S_List.hpp" (S = SEPARATED) In the "PROPER_AI_Test_Framework_Configuration_Base.hpp" (located in "ArmA\@PROPER\addons\PROPER_AI_Test_Framework_Configuration") you can deactivate the "ALL-IN-ONE" solution by commenting this define like this: //#include "\@PROPER\addons\PROPER_AI_Test_Framework_Configuration\SourceFiles\PROPER_All_in_one.hpp" By this you activate the "SEPARATED" solution. This set of defines here affects all the defines in the "PROPER_Cfg***.hpp" files. You are advised to tweak individual config values in the "PROPER_Cfg***.hpp" and "PROPER_Dta_Bin_***.hpp" files and _ONLY_ in there! ("PROPER_Dta_Bin_Config_Base.hpp" doesn't contain AI values and therefore is NOT meant to be touched! ) "cfgAISkill", "CfgDifficulties" and "CfgRecoils" can _ONLY_ be tweaked by editing the actual values in the hpp files. No defines available! ### IMPORTANT ### You _HAVE TO_ restart Armed Assault to have the changes take effect! //////////////////// // Closing words: // //////////////////// The HowTo explanation became quite complicated. The actual system and the editing is _NOT_. For someone into config editing, it should be very easy once you get the basic structure and options provided by the framework. We hope you find this little useful, take your valuable time to find better AI values and share them with the Armed Assault community - thank you! enjoy /* - made by - The-F and Q */ //////////////// // Changelog: // //////////////// ~ 1.0: Initial release. ~ 1.1: Missing value "burst" added (description missing). Added missing values from "A10". Added description of sensitivityEar. Share this post Link to post Share on other sites
.kju 3245 Posted September 6, 2007 Download: PROPER_AI_Test_Framework_v1.1.rar Share this post Link to post Share on other sites
MEDICUS 0 Posted September 6, 2007 Just awesome, Q! Will test it after i got home from work. MfG Medicus Share this post Link to post Share on other sites
malick 0 Posted September 6, 2007 Great, we definitely needed such a framework. Will make AI tweaking a lot easier. Thanks Q ! Malick Share this post Link to post Share on other sites
KeyCat 131 Posted September 6, 2007 Great tool Q greatly appreciated! /KC Share this post Link to post Share on other sites
froggyluv 2136 Posted September 6, 2007 Can anyone steer me on where to increase an AI AT squaddie's likelyhood of using their God-given AT weapon when faced with armour? Thanks for the tool Share this post Link to post Share on other sites
funnyguy1 0 Posted September 7, 2007 Soooo cool! The all in one thingy is great. Thank you! Share this post Link to post Share on other sites
malick 0 Posted September 7, 2007 Hi all, I've been toying around with these tweaks. I noticed that you have forgotten to include the ability to modify sensitivity for CAManBase class. I added it for my own convenience. Furthermore, does anyone know how sensitivity and sensitivityEar works exactly ? How are they related ? With what tweaks have you been toying around on your side ? Malick Share this post Link to post Share on other sites
.kju 3245 Posted September 7, 2007 Quote[/b] ]Can anyone steer me on where to increase an AI AT squaddie's likelyhood of using their God-given AT weapon when faced with armour? could you please be more precise? do you mean faster reaction of firing or faster vehicle recognition? Quote[/b] ]I noticed that you have forgotten to include the ability to modify sensitivity for CAManBase class. I added it for my own convenience. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Man: Land { ... sensitivity = 1; sensitivityEar = 0.13; ... }; class CAManBase: Man { ... You have exactly the original ArmA structure. We didn't modify it, we only added defines to tweak it. As you can see sensitivity is tweakable via the man class. Added to the description from the BIKI: sensitivityEar ----- Sets how well can the given unit hear others. The bigger the value, the better the hearing. interesting post in that regard effortlessly spotted by a tank as a soldier nearly 600m away and being "sniped" you can find various hints and comment in the old OFP forums via search --- Quote[/b] ]I added it for my own convenience. overall we are very positive about such requests. if you find certain defines missing, the system to be more split up and precise, please tell us. Share this post Link to post Share on other sites
malick 0 Posted September 7, 2007 OK, my bad Regarding 'sensitivityEar' and 'sentivity', I was asking about their relationship : if I increase 'sentivity', will it influence 'sentivityEar' ? If not, it would imply that they are in fact 'sentivityEar' and 'sentivityEye'. I'll have a deeper look into the link you've pointed me to. Thanks. Malick Share this post Link to post Share on other sites
HGuderian 0 Posted September 7, 2007 A quest: does interfere this mod with NWD_realistcBalistic addon? Thanks Share this post Link to post Share on other sites
.kju 3245 Posted September 7, 2007 sorry Malick! its been quite some time ive done AI editing myself. i guess you are best of with asking it nevertheless and hope that others might know and respond. other than that, i'd say going for ofpec forum (search and asking) and the search in the ofp forum is the best bet @HGuderian: This is only a test addon. It doesn't change your game by default. Without kowning the structure of NWD_realistcBalistic, it should not. Only addon/projects with a dta\bin won't work together with this (i think). Share this post Link to post Share on other sites
HGuderian 0 Posted September 7, 2007 thanks for the reply. Now I'm going to try it. Share this post Link to post Share on other sites
malick 0 Posted September 7, 2007 sorry Malick!its been quite some time ive done AI editing myself. i guess you are best of with asking it nevertheless and hope that others might know and respond. other than that, i'd say going for ofpec forum (search and asking) and the search in the ofp forum is the best bet  Hehe, thanks Q ! I've been digging in various OFP/ArmA editing resources on my HD and on the net... Not everything is complete, of course, but it helps getting a broader picture. It would be most interesting to know other people's conclusion on the in game influence of various tweaks, and most of all, their crossed influence. It's the purpose of this framework, afterall So far, I was able to: - make AI engage at longer range (sentivity=10 for CAManBase, thanks to alpha125rbf hint, makes AI detect at 400m and engage around 300m); - increase the rate of fire at longer range (decrease AIRateofFire, increase maxRange, midRange and minRange by a factor 2); - make firefights last longer (in difficulty settings, enemy and friendly accuracy = 0.45) - prevent AT from targeting infantry (added irlock = 1 for M136 and PG7V) Still testing ! Malick [edit] : mixed up AIRateofFireDistance and min/mid/maxRange coeff. Share this post Link to post Share on other sites
froggyluv 2136 Posted September 7, 2007 Quote[/b] ]Can anyone steer me on where to increase an AI AT squaddie's likelyhood of using their God-given AT weapon when faced with armour? could you please be more precise? do you mean faster reaction of firing or faster vehicle recognition? Sorry, I guess that would be increasing the speed that AT soldiers fire at armor with proper weapon. I've been testing in the editor with myself and 5 AT squaddies against 1 T-72. Squaddies have no problem identifying the tank but often open fire with their rifles or scurry around not using their AT weapons until it's too late. Arma doesn't seem to have the same action menu as OFP in which you can order them to use their LAW weapons. Share this post Link to post Share on other sites
funnyguy1 0 Posted September 7, 2007 @HGuderian:This is only a test addon. It doesn't change your game by default. Without kowning the structure of NWD_realistcBalistic, it should not. Only addon/projects with a dta\bin won't work together with this (i think). Â I haven't tested it yet, but doesn't it overwrite other configs as it contains default vaules? Share this post Link to post Share on other sites
.kju 3245 Posted September 7, 2007 it doesn't (at least it shouldn't to my understanding). only if your addon XYZ tries to overwrite AI related values, you might run into troubles. it overwrites the complete main config (dta\bin.pbo), like i said. the rest is only updating the addons AI values. Share this post Link to post Share on other sites
funnyguy1 0 Posted September 8, 2007 Would this be possible to include the ability to control Mg bursts over various distances? Quote[/b] ]class close : manual { burst = 10; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 70; minRange = 100; minRangeProbab = 0.05; midRange = 150; midRangeProbab = 0.58; maxRange = 250; maxRangeProbab = 0.04; showToPlayer = false; Share this post Link to post Share on other sites
.kju 3245 Posted September 16, 2007 The next update will contain the "burst" value. We finally finished the WGL5 AI values overview: WGL5_AI_values_overview.rar The package contains 3 excel sheets about all AI values present in WGL5. Only the main config is missing for now. It should be posted soon as well. Note that some AI values are to be found in different classes in ArmA, like cfgWeapons <-> cfgMagazines <-> "Weapon"_Mode. Share this post Link to post Share on other sites
malick 0 Posted September 20, 2007 Hi Q, I went through the WGL5 AI values and have a question : In "men overview", why are there values such as 2 next to values 39203 in column accuracy ? Isn't this a bit extreme, or am i missing something here... Otherwise, any suggested config so far ? I'm still toying around... Malick Share this post Link to post Share on other sites
.kju 3245 Posted October 2, 2007 An update on what / in other words what additions/changes do you think are still needed? Share this post Link to post Share on other sites
.kju 3245 Posted October 21, 2007 A small update on this one. Quote[/b] ]~ 1.1: Missing value "burst" added (description missing). Added missing values from "A10". Added description of sensitivityEar. See the second post in the thread for the link. --- Is anyone trying to use the WGL5 AI values we've provided? I guess the result should be very enjoyable (as ArmA AI wasn't changed much from the technical side AFAIK .. apart from the new bugs). Feel free to do so! Share this post Link to post Share on other sites
.kju 3245 Posted November 3, 2007 Maybe one can tweak AI with these a bit too: Quote[/b] ] class Man: Land { ... lyingLimitSpeedHiding = 0.8; crouchProbabilityHiding = 0.8; lyingLimitSpeedCombat = 1.8; crouchProbabilityCombat = 0.4; lyingLimitSpeedStealth = 2; ... Share this post Link to post Share on other sites
malick 0 Posted November 3, 2007 Maybe one can tweak AI with these a bit too:Quote[/b] ] class Man: Land { Â ... Â lyingLimitSpeedHiding = 0.8; Â crouchProbabilityHiding = 0.8; Â lyingLimitSpeedCombat = 1.8; Â crouchProbabilityCombat = 0.4; Â lyingLimitSpeedStealth = 2; Â ... Hmmm, that's very interesting, but I think I never noticed these parameters... I'll have a look (once I find the time ) Malick Share this post Link to post Share on other sites