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Author: Subject: Accuracy of the AI set at once !!
cavebear
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[*] posted on 8-19-2005 at 07:35 PM
Accuracy of the AI set at once !!


THIS WORKS !!!

Well, i've put myself as a Target on the Firing Range :D and this is working perfectly.

Make a simple Map with 5 BGs on AK 47.
Set both Accuracy's for them in MED to 1.
Make a WAC and place "Accuracyspread = 100" in it.
Place yourself 20 Meters away from them at the "Firing Range...".
Now go shooting and you will see the BGs firing into the Earth or Sky. Looks more like a Dance... Randomly you may be hit, but only a 100 of them got a real Chance to kill you !

Now set the spread in the WAC to 0 (zero) and i wonder if you can manage to be alive for more than 1 second !!!


IMPORTANT: There is a GAME.WAC in localres.pff. This configures the whole Game. If you put a GAME.WAC in the DFX Folder also, it will be used as well and you are able to set accuracy for ALL MAPS AT ONCE !!!
You can put any WAC Command here and it will be executed even as it were in the "mymap.wac".

I put the accuracyspread into GAME.WAC and now i can change AI with a simple Change of 1 Number !
Because this wac will be executed on every Start of a Map, it is possible to change the numbers in background while hosting. If some people said, your Map's are for Kiddies, set the spread for the next Map to 0 and they will NEVER bother you again... LOL

This was tested Yesterday on my Server with 6 PLayers and IT WORKS PERFECT !!!!




If you ask me, why setting the accuracy in MED to 1, i must say: "No Idea". I played around for some Time with higher Numbers and found, that the accuracyspread seems to have no Effect whatever Value i put in the WAC. But after i changed it to 1: WOW !

This means also, that a BG with a higher Accuracy set in MED, will be not or minor affected by the WAC's accuracyspread. If you wish to keep a Sniper around 100, set it to 100 !




Here's my current external GAME.WAC for Example:


//Adjust falling damage and breath timer

if never() then
fallmps = 20
breathtime = 45

// play me music at mapstart !
wave ("sdjs.wav")
endif

//***** Dynamic Difficulty *****

if (humans <= 2) then
accuracyspread = 10
elseif (humans == 3) or (humans == 4) then
accuracyspread = 7
elseif (humans == 5) or (humans == 6) then
accuracyspread = 4
elseif (humans == 7) or (humans == 8) then
accuracyspread = 3
elseif (humans >= 8) then
accuracyspread = 1
end


The first 2 entris are default by NOVA. I repeated them in my external WAC, because i dont know if the external GAME.WAC eliminates the internal one !

The "Dynamic Difficulty" is explained by itself: The more Players, the more hard the AI !!!



Please report any Ideas or Suggestions here, because i think there is even more Potential in this Feature for all Mapmakers. Thanks !


Btw: Place some Advertising for your Map's or Squad in the GAME.WAC and it will be shown in every Map you host.
No need to edit every danged single WAC: Perfect !



Regards,
Michael
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Jonathan
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[*] posted on 8-25-2005 at 11:58 AM


Good stuff Michael. Although its still a little confusing why you didn't get any noticeable results until you set the MED accuracy to a 1.

I wonder if there's a way to use accuracyspread for specific Groups? Cause I prefer to set the accuracy of the A/I that engages < 50meters to something like 50%. Whereas the long range A/I = 80%.

Plus, I wonder if the accuracyspread impacts blue team A/I? Most maps don't use them, but I've thrown in some blue bots for coop missions.

Jonathan
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cavebear
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[*] posted on 8-25-2005 at 07:45 PM


Hi Jonathan,

i gave up the Search fow how this works only when Acc is set to 1.
First i thought the Acc would be added to the MED Acc, then i realized this could not be right. Then i subtracted the Acc from the MED, no really Result. So we (Bazooka Sissi and me) use this Feature in our Maps with good and reproducable Results, no Matter how it really works. Sometimes you have to go this Way and stop thinking about :-)

For the Groups, hm....
I analyzed the DFX.EXE for Keywords and did not find any Key's like "groupaccuracy". Still the only Way to change this, is in the MED (or NILE, don't know if there too).
But as i said: If you want to keep a Group at a specific Level, set them high enough so it will be not affected by Accuracy in the WAC.

Acc affects blue Team ?
I have put some Teammates in my Map Apocalypse NOW, but they will be blown before they can engage the Enemy, so i have no Idea if this is true.


Maybe the whole Accuracyspread, of course that with set the MED Acc to 1, is simply another Bug in the Game !
We can be not sure about that, before someone finds out how this all fits together.
So it's possible, that with the next Update from NOVA (if there will be one), the whole Accuracy-Thing breaks down !


Btw: Just downloaded a fine Map with nice Landscape and well placed Buildings. BUT: All AI is surely set to 100/100. I need 6 Times to get even in a Boat. Enemy shoots about 400m thru the Fog. No Chance to reach the Shore. Called my Wife (Bazooka) and together we managed to get on dry Land. (12 or more Death's inclusive...) After even more Hit's from the Enemy, we gave up this fine Map. Because it is not really playable under 6 Teammates. You will simply be frustrated.
I’ve thougt about writing a Comment to the Mapmaker, but i’ts not my Job to criticize a “Colleague”, or to tell him a Lession in Dynamic AI. This, surely, could be misunderstood!

You can say a lot of bad Things about NOVA, but i'm really sure they KNOW WHY they programmed the Accuracyspread and put it into their Stockmaps !!
I really hope, we will find out more about the Accuracyspread and the Mapmaker's put it in their WAC's. I'm getting really sick of playing that dang 100/100s !!

Let me say a last Word about 100/100s: I have NOT invented the Dynamic AI, and surely i am NOT the best Mapmaker around the World because of that Feature. What i want to see in the Map's is a " more realistic" AI, and not Robot-like Super-BG's who kill me about 400 Meters thru opaque Fog with ONE SHOT!



Regards,
Michael
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Jonathan
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[*] posted on 8-26-2005 at 08:38 AM


In the old days of Delta Force games, an A/I setting of 100% wasn't that accurate IMHO. But when NL stated that they improved the A/I in the most recent games, I guess this is what they meant. From the few maps that I've made/tested, I prefer the A/I to be under 80%.

And yes, I've been on some user created maps where the A/I was nailing me within 2msec of sticking my little head over the hill. And from a distances of 400 meters & thru the trees and fogs. :(

I just hope that in their next vesion that there's an A/I that will finally be realistic. One that will duck, dodge, can't see thru trees and fog, and misses me at least once or twice from 400meters.
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cavebear
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[*] posted on 8-26-2005 at 07:46 PM


Hi Jonathan,

you're absolutely right !


Here the newest Results of testing the Acc:

My current GAME.WAC (the interesting Part):

if (humans == 1) then accuracyspread = 100
elseif (humans == 2) then accuracyspread = 6
elseif (humans == 3) then accuracyspread = 5
elseif (humans == 4) then accuracyspread = 4
elseif (humans == 5) then accuracyspread = 3
elseif (humans >= 6) then accuracyspread = 2
end



The first line shows Acc set to 100. This means the BG's are completely Idiots :D
Ideal Setting for testing a Map without been hit at every Step you make, but keep the BG's "running over the Hills".
The other Lines increase the Difficulty Player by Player and this works during a running Game !!!

I tested this with Bazooka in her Map: "Clenched Fist":

First i'm alone on the Server. BG's = Idiots. About 20 of them stood around me and keep firing elsewhere. No single Hit on me.
Bazooka enters as 2nd Player and at the Moment she presses SPACE, the BG's turn around and i'm DEAD in a Second. As she leaves, the BG's started their "100's Dancin'" again...


Because of the extreme first Setting 100, and then down to 6, the Difference was nearly unbelieveable. But you can easily reproduce that !
(Remember: BG's Acc in MED = 1/1)


NOVA, i must say, that this Feature is one of the greatest you ever made. Even if there's no Comment, no Hint, not even a Note about this in any Manual... :)


Regards,
Michael
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Jonathan
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[*] posted on 8-27-2005 at 06:28 AM


So what do you think would be a realistic setting to use for online coop games?

if 1 human then accuarcyspread = 60?
if 2 human then accuarcyspread = 40?
...
if 9 human then accuarcyspread = 20?

Just my 2 cents, but even with 10 online players, I hate an A/I that can hit me with very little spread.

Jonathan
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cavebear
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[*] posted on 8-28-2005 at 06:12 PM


As you see above, my GAME.WAC contents very low numbers for the Acc.
I still believe that the Numbers are Dividers or Multipliers in a special Way we don't know yet. So the "Playground" for the Numbers is very small.

I served 6 Days now with the Setting 6, 5, 4, 3, 2 and it works perfect for all Players. Some of them gave me a Comment about the Acc and said this is best Playin they ever had on custom Maps!

With a Setting of 60, th BG's are Idiot's.
A Setting of 10 is an easy one. We played it and find the BG's too sleepy.

You must keep in Mind that Divider/Multiplier-Thing. One is for sure: The Numbers are not linear. Otherwise the Range would be wider, i think.
But as i said: Don't think about it: Try it with my Settings. I'm sure you will find it ok for a fair Gameplay.

If you want to see how it works live with the 6, 5, 4, 3, 2 Settings, youre always welcome on my Server ("sissi and the cavebear -HB-", or an Affiliate one: "Hansoons") !


Regards,
Michael
(cavebear -HB-)
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