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Kyle_K_ski

VME's AI, your assessments about it please...

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I'm hoping that at least one of my posts gets addressed here soon.

Here's another one to toss into the pot to see what gets "cooked up"...

I recently reinstalled v.2.01B of the VME mod (v.3.0 does not supply any of the previous versions' AI work). I've done several searches on how well the much touted close quarter battle AI performed from this community's perspective, and other than some complaints about the lag that's associated with the mod, I haven't read much of anything else.

I'm mulling over the idea of combining the VME's AI into my mission design. From the little documentation that was supplied with v.2.01B's I come away with the impression that it's "easy to use", and can be activated via the unit's init line in the Mission Editor. Yet I'm confused by some of the other statements that I read, such as that the mod comes with AI that's "ready to go," such as the WWII troops, certain US Marines, etc., etc.

This leads me to wonder if the changes to the AI are only truly easy to assign to units that the VME mod makers already made some adjustments to, or will the new AI behavior work readily with units not listed in the mod's Read Me?

If any of you tried to work with the CQB AI, could you post in detail your assessments of what it can/cannot do? What are the advantages and disadvantages of utilizing the mod? And so on and so forth...

If there are a lot of negatives associated with integrating their AI coding into the game, then I don't want to waste my time trying, especially in light of the fact of what a noob I am at all of this.

I'd post this at the VME's development site, but my ability to read/write Chinese is zero.

I'll be looking forward to any feedback on this, if any...

Yours,

Kyle

smile_o.gif

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Alright, here are my observations after having played several of VME's missions of the 2.01B build of its AI.

In the course of my missions, I did not...

(1) ...have any lag. Yes, you heard me right, no lag whatsoever.

(2) ...see AI "stack up" or "group scan" in close quarters environments.

I did see the AI...

(3) ...lean. Although it looked almost completely random to me. I honestly can't tell if they were leaning to deliberately assess a situation from a certain direction, or if they were leaning just to look like they were leaning. But they did lean, for whatever it's worth.

(4) ...aim their firearms up into the air to look at I don't know what. But they looked up into the air, a lot.

(5) ...strafe. Now, out of all the new behaviors that I saw, this one was, without a doubt, the most impressive. They didn't perform this manuever all that often, but when they did, watch out. Twice, I was within a building, and a couple of them started spraying the abode with their firearms as they come up over the incline, and their sidestepping allowed them to keep their weapons focused on me in a much more intimidating way. Now, if they were stuck with BIS' movement limitations, what would they have been forced to do? Stop, pivot on their heels, walk a couple of feet to the side, stop, pivot their heels so that they're once again facing me, and by then they'd be dead for being such complete imbeciles.

I observed these results with the AI not being set to "Super AI," so I hoping that their performance will greatly increase once I activate it. Right now, as it is, I'd be ecstatic if someone could even just integrate VME's strafing into a mod such as FFUR+SLX. The enablement of that movement alone made a huge impression on me.

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I'd be so happy if there was a nice base install using those animations. I use a combo of the ECP and SLX mod with another AI major script and some minor ones to try to really up the AI and combat.

I did notice that the lean was somewhat random, maybe there could be a script involved that only allows the AI to lean if near an object. Instead of leaning randomly in open space.

I'd really like to figure this out also, I just started playing around with pbos, configs and such. Would be grateful for more additions to the AI, specially the strafing feature.

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