Madin AI – Dynamic AI spawn/systems
Providing simultaneously as many FPS and bots as possible.
Not everything can be overcome in terms of efficiency in the Arma engine, but several things can be improved.
Many single-player games, despite hundreds of downed bots at the end of the level, simultaneously display up to a few units on the screen at max. The mod will strive for this.
Most of the modules are rewritten, as until now they were only as scripts. And now with "better" quality, code performance and customization from 3den. Planned addition of support for Zeus.
What is inside as right now:
Still work in progress, Not all modules are set etc. New AI behaviours will be added in the future.
Most of the parameters can be set / switched off in CBA setting.
New additional mod for more frequent AI fire!
https://steamcommunity.com/sharedfiles/filedetails/?id=1840278256
(right now only for RHS, but in near future™ also to CBA and vanilla)
Whats in this update:
1. AI will advance to enemy “from cover to cover”, when not interrupted by zeus. When zeus adds new waypoints, AI will not modify them* in general.
2. AI have new parameter = PTSD. When fired near AI / AI get a hit / someone from (its) formation dies, group will recive PTSD. PTSD will recover with time.
– Group will recive penalty to all of its skills depending on recived PTSD `skill = base skill * (PTSD + 1) ^-0.5`
– Group will stop advancing when PTSD threshold is met.
– Group will flee to nearby buildings/obstacles in opposite direction to target when PTSD threshold met. *Interrupts zeus commands, but returns to them when PTSD is low enough.
3. AI will get additional skill penalty when suppressed.
4. AI will get it’s vision reduced depend on bushes/trees nearby.
5. Players will get camouflage bonus near bushes/trees nearby.
6. % chance for AI to get additional magazine when reload (for RHS/CUP more frequent AI fire). Set to 0% by default.
7. AI will mount near stationary guns/vehicles with guns when possible.
8. Additional option for AI penalty to aim for set time when it hits player.
9. Probably something more, that I forgot by now.
Cities are dynamically filled, units are spawned only where they are needed. The whole city is filled with enemies, and fps is more than 5.
synchronize one bot from group with the module. In the module’s settings adjust parameters such as the number of bots / range etc.
Bot loadouts are saved, so you can customize every unit.
Supports CBA Custom building position (fake building, 3den/VR category) to add custom spawn points.
Respawn point for AI, bots are added as the previous die.
Synchronize one unit from group with the module and set the module options.
Spawn braindead civilians, that can react to gunfire and display custom animations. Automaticly spawn/despawn. Very little resources used.
https://drive.google.com/open?id=1vzr4KF4U1qwyERB1KaAnRuOj8ELtVEPF
Simple mission with all modules set, player immortality and "debug" to see where the units are spawned.
Just go around and see how it populates city as you come thru it.
Support module: Bots spawn with vehicle and come to a specific place. They unload the infantry, and if the vehicle has a cannon, the units are responsible for it and the drivers stay in place.
A few others modules are on the way.
– Spawns ‘low resource taking’ civilians in specified area. Need buildings to work, supports CBA_buildingPos.
– Automatically despawn civilians when players are not present.
– Civilians ‘react’ to gunfire.
– You can use civilians presets or add own units by synchronize them with module, loadouts are also saved.
– “Distance” setting replaced by visible area in 3den (@veteran29).
You need to update missions that use this module before update.
– Added ‘Activation distance’.
– Units when activated starts to patrol, instead of zerg rush players. (More options of units behaviour coming soon).
– Module can be synchronized with trigger, to specify when to spawn units.
– Fixed bug that when ‘Activation Distance’ was set to -1, module will not work.
– Added ‘Buildings distance’ parameter – If any building in specified area will be destroyed, module will stop work.
– When group is set to despawn on start, they will have restored behaviour, speed and all waypoints with their type on spawn.
– Added ‘Plane/heli activation’ in every module, to specify if module will be activated by players in aircraft.
– Added ‘Code executed on unit spawn’ to exec own code on each unit. Passed arguments [_unit].
And probably something more, some minor fixes that I forgot by now.