#Enfusion AI
1 messages · Page 1 of 1 (latest)
@subtle gull really liked the mod and I know it’s wip but where it’s at and where I can see it going it’s going to make them feel way more dynamic.
I did notice some struggles with them in interiors and any orders besides leaving them antonymous but I’m sure your already aware can’t wait for the updates
Thank's glad to hear. 👍
What exactly was the struggle?
You mean they did not follow orders in GM?
So path finding in building they seemed to just infinit run into a wall, as well as they won’t engage targets outside of the houses they seemed to do better with the bigger buildings though, defend orders was a 50/50 split some would find cover and engage the other half would just stand there and I had one squad that wouldn’t engage at all, search and destroy order (character in building) they would fire back but after killing 1-3 from the squad they just would find a bush to hide in it
That being said leaving them autonomous or not engaging them from a building they worked amazingly it was nice to see them stop fire and move cover to cover
Alright thx for the info. 😉
I will do some testing in those part's.
Keep up the good work 🤘🏻
Will do! 😉 👍
@lunar stream Okay so i've tested what you described and yeah the problem's you discovered are pretty obviouse.
I've build this mod by using editor placed A.I. most of the time like in the example missions.
In the BTs i'm using stuff to prevent specific A.I. behaviors from being interrupted ( aborted ) so A.I. can execute given behavior from start to end.
This will lead to the proble that for example GM controlled A.I. will not follow a "Forced Move" command which is pretty bad.
I also have to change/modify some BTs and scripts to fully support GM waypoint functioality like "Defend Waypoints" so A.I. will follow those specific waypoint rules.
Well that's pretty much the reason why i choosed "TEST" categorie and called it BETA. 😉
Well guess i've got it working. At least some of it!
"Defend WP" condition will be respected by A.I. = A.I. will stay within the "Defend WP" radius.
"Forced Move WP" will be respected by A.I. = Whenever "Forced Move WP" was used A.I. will move to given waypoint location.
Need bit more testing but basically it's working.
Sheeesh that was fast, I’ll give it a go tonight or tomorrow thanks for all the work! 🤙🏻🤙🏻
@lunar stream Sorry i did not update the mod yet.
Still testing it but very soon maybe today or tomorrow. 😉
All good haven’t even been home yet and I know you can’t rush art
Alright. 😉
Guess the GM compatibility stuff may be one of the most important improvement so far esp. for console players.
So thx for your feedback on that! 👍
Sure thing thank you for making the Ai more realistic
It's updated. 😉
I’ll mess around with it this weekend did you adjust all the Ai orders or just the defense one for now
@subtle gull so I haven’t got to mess with it much (only did some squad sized stuff) but it seems like the defense order seems to work they’ll spread out within the area on contact still some issues with pathfinding in the smaller houses(getting stuck on walls but to be fair it is a whole squad in a small house) but they were shooting out the windows this time I will do a more in depth look tomorrow and shoot you any feedback but overall again it feels better than just regular ai and it actually feels like they have a thought process of cover shoot move flank engage at distance instead of the vanilla bonzi charge that they normally keep up the great work can’t wait to see more
Well all A.I. orders should work as expected if not in combat.
The only 2 vanilla A.I. orders affecting A.I. while in combat are "Forced Move" and "Defend Waypoint" at least from what i can tell. Plz feel free to correct me on that if i'm wrong... 😜
So yeah "Forced Move" & "Defend Waypoint" functionality are the two i was implementing.
Got ya I’ll do some more messing around with it but broom the small bit I’ve used it last night it seemed to be working pretty good
Hey man sorry it’s been awhile been busy so I’m depth the AI seem to be more realistic and all the orders seem to work however in some certain cases they tend to hide in bushes and do not engage if they have lost more than half their initial squad but overall it works great thank you for all the hard work
@lunar stream Hey!
Rly no need to say sorry. 😉
Many thx for the feedback good to hear it's working well for you so far.
Yes i've already kind of re-written most part's of the "Combat" behavior tree and was able to improve a lot of it.
Not sure yet if i will push the improved BTs to current workshop mod or if i will release the whole thing on it's own.
Depending on how much longer it will take me to finish it.
Lot lot lot of new A.I. stuff incoming will be a major releas like moving from 0.9.5 to 0.9.6! 😊
Again many thx for your feedback! Much appreciated! 😉 👍 🦾
@jagged bridge Well it's a real pain to make A.I. keep inside of buildings not moving at all but i've got something done.
Not quite sure if/how/when i will be able to get this into the mod.
Will need a damn lot of testing to make sure it does not conflict with other A.I. behaviors.
https://www.youtube.com/watch?v=_13JdwYhmM0
Very early but already somewhat working base concept of A.I. building defend.
Right now to make A.I. defend a building they have to use a "Defend" waypoint and need to be inside of a building with doors.
If those conditions match A.I. will stay at the position wherever they were placed inside of the building.
Wait? That’s perfe t
That’s kinda exactly what i wanted
I dont want them to be completely stationary mate, i just want them to not leave the rooms they were put in. And defend the rooms, if somebody opened the door
Yes i know it's just for testing if and how it would work at all.
Ahh. I assume you’re gonna have to add something to the UI huh?
Yes this would be the best way to implement it esp. for console but like i've said UI modding is something i'm rly not into.
Spyke already was that kind to show and explain me of how to customize the GM UI so we will see. 😉
Yeah just saw your thread about that. Take your time mate. Already appreciate the fact you’re actually working on it
@subtle gull you just keep making them better and better
Well the way of how i do this is pretty nasty.
I'm just blocking all A.I. movement parts in the BTs as soon as they have a "Defend" wp and are inside of a building.
You can still see A.I. using the "Move and Investigate" behavior as soon as they lose LoS.
Best thing would be to create a own BT for this behavior.
How hard would that be or is that something bi has to do
Sure it can be made by moddig.
So far i did not mess with adding new A.I. base beahviors cuz it require quite some stuff.
But i would be very interested in doing so just for the sake of knowing how exactly it is made. 😉
😁
@subtle gull your Ai mod keeps restarting my server until it eventually shuts down sadly I had to remove it from the mod list look forward to the update keep up the good work as always
Thank you for reporting. 👍
I will check it.
Thank you
It's updated!
Please let me know if everything work's for you. 🦾
Thank you I’ll check it out tomorrow
Alright thank's. 👍
@gray lynx got a thread specifically for (enfusion) AI feedback
Ok, I've just noticed that the mod isn't showing in the workshop... Has the name been changed?
I can confirm that is not available at the moment. Yesterday was there.
I'm on Xbox series X... I don't know if that affect the workshop
I am to I have it saved to my favorites I’ll check it out when I get on tonight
@ripe condor we got us a thread here to keep the modding channel clear for smart people
Us peasants strong together
Nice 🤙 one of my favorite mods, the guys love it
Yeah it’s nice that they actually take cover and stuff dude
@subtle gull while I’m thinking about it and since your the AI wizard is there any chance to add in “cycle waypoint” for enemy patrols and a experience modifier in the edit unit property in the future?
@lunar stream You ask for the A.I. mod auto created patrol or for a GM patrol WP?
If for the A.I. mod auto created yes they will do cycle in the future.
What exactly do you mean with "experience modifier"?
Skill modifier?
Think thats what he means. Like in A3 being able to adjust skill, commanding, courage, aim, cone of fire... And so on
So far there is no A.I. sub-skill lvl in Enfusion.
Only thing to modify in terms of A.I. skill rn is the ROOKIE / REGULAR /VETERAN and so on type of thing which is mainly used for A.I. aiming accuracy calculations.
BUT there will be a Rank & Skill system in the future to add some kind of military hierarchy to A.I. groups.
Yes exactly that
Like the ability to have the GM plan the WP or at least a Area limit for antonymous patrols
Is the mod in the workshop? Yesterday wasn't there
I couldnt find it either. Manually input the guid. Works great on my server 👌 ran our 1st 1off op with 6 guys and they had an absolute blast. The AI actually reacted as they should at night while we all were using suppressors
Until things got spicy. Then we put the cans away
I can't get the guid without the mod... 😅😅
Did you use MISC + TEST in workshop filter?
As soon as i use them the A.I. mod is on the 1. page.
@ripe condor Glad to hear! 😉 👍
Nope... I'll try that one
Found it
Thanks