Description
Mutator name : AIModifier Designed for : Checkpoint and Checkpoint Hardcore
Description :
This mod allows complete customization of the bot perception parameters and behaviors. All bots are affected, exception of some specific classes like suicide bomber. A lot of behaviors has been rewritten to improve combat tactics and to be less predictable. If you want a more stealth gameplay, remove HipFireWithPrimary that may bypass EnhancedAttack at mid & close range.
Below will be the default config values of the mod (copy paste in game.ini to modify afterwards).
Starting with the mod header:
> [/AIModifier/Mutators/AIModifier.AIModifier_C]
Bot Sight Config Variables & Values (descriptions are true if used with EnhancedAttack, otherwise we can't know for sure how NWI use them):
> ;Maximum sight range to register another player and put it into memory (do not mean it's spotted though) > ;When a threath is spotted or heard it will use Alert and not Idle > SightRangeAlert=20000.0 > SightRangeIdle=15000.0 > > ;Maximum sight range to register another player and put it into memory (do not mean it's spotted though) within smoke grenade cloud > ;Play with it because they are NWI variables with no proper info on them > SightRangeWithinSmokeGrenade=300.0 > SightRangeWithinSmokeGrenadeEye=150.0 > SightRangeSmokeEyeFrac=0.5 > > ;Minimum light intensity to register a player (the other is for night scenario only) > MinLightIntensityToSeeTarget=0.03 > MinLightIntensitytoSeeTargetatNight=0.025 > > ;Fully visible means there's no reduction in spot chance regarding light condition > LightIntensityforFullyVisibleTarget=0.2 > > ;If we don't have a fully visible target, this is the additional time before engaging > TimetoNoticeVisibilityMultiplier=1.5 > > ;If light intensity (LI) is under that value, it'll be enhanced > ;Night vision strength is multiplied to the LI > MinLightIntensitytoAffectNightVision=40.0 > MinNightVisionSightStrength=0.15 > > ;Factor that impact chance to be spotted under different conditions > ;Linear interpolation between distances > ChanceSprintMultiplier=2.0 > ChanceMovingMultiplier=1.25 > ChanceAtDistanceStanding=50.0 > ChanceAtCloseRangeStanding=95.0 > ChanceAtDistanceCrouched=2.5 > ChanceAtCloseRangeCrouched=40.0 > ChanceAtDistanceProne=0.03 > ChanceAtCloseRangeProne=20.0 > ;Max angle from the eye point of view per side > PeripheralVisionAngle=100
Hearing Config Variables & Values (descriptions are true if used with EnhancedAttack, otherwise we can't know for sure how NWI use them):
> ;When aware is present, it means under that distance the bot will know it's a foe or not > DoorBreachAwareDistance=2500.0 > HearAwareDistanceRadial=2500.0 > HearAwareDistanceGunshot=7500.0 > HearAwareDistanceSprintFootstep=1500.0 > HearAwareDistanceFootsteps=500.0 > HearAwareDistanceBreach=2500.0 > HearAwareDistanceDoor=800.0 > HearAwareDistanceRigExplosive=1200.0 > HearDistanceFootstepsSprinting=4000.0 > HearDistanceFootstepsRunning=2000.0 > > ;Max height limit between the listener and the emitter to register the sound > HearAbilityZOffsetMin=200.0 > HearAbilityZOffsetMax=400.0 > > ;Factor to use if no LOS between listener and the emitter > FencedTargetHearAbilityModifier=0.75
Turn Speed Config Variables & Values (base on testing of the community, we can't know for sure how NWI use them) :
> ;Angle is from the line of sight to the point of interest (centered = 0 deg) > ;At 300deg, the turn speed is 60 deg / time unit (sec ?) > ;At 30 deg, turn speed is 90 deg / time unit (sec ?) > ;Linear interpolation between min and max > TurnSpeedMaxAngleThreshold=300 > TurnSpeedMinAngleThreshold=30 > TurnSpeedMaxAngle=70 > TurnSpeedMinAngle=120 > > ;Modifier is applied to turn speed linearly (from x 2.0 at 0 m to x 1.0 at 25m?) > TurnSpeedDistanceThreshold=2500.0 > TurnSpeedScaleModifierMax=2.0
Accurancy & Distance Config Variables & Values (descriptions are true if used with EnhancedAttack, otherwise we can't know for sure how NWI use them):
> ;Delay before engaging in seconds / firing at specified distances > ;Linear interpolation > AttackDelayClose=0.4 > AttackDelayDistant=1.1 > AttackDelayMelee=0.6 > > ;Measure is in unreal unit (1 uu = 1 cm) > DistanceRange=15000.0 > CloseRange=800.0 > MiddleRange=3750.0 > > ;New bloat box = Bloat box of the firearm config / multiplier > ;For night scenario : Accuracy * NightAccuracyFactor = New Accuracy > AccuracyMultiplier=1.25 > SuppressionAccuracyMultiplier=0.4 > NightAccuracyFactor=0.7 > > ;Zero time is set at the starting of the engagement or if sight position changed (entering or exiting ADS) > ;This multiplier is additive to other bloatbox multiplier > ZeroTimeMultiplierEasy=2.0 > ZeroTimeMultiplierHard=0.5 > > ;Multiply the bloatbox value depending on difficulty > ;Linear interpolation > BloatBoxMultiplierEasy=2.0 > BloatBoxMultiplierHard=0.5 > > ;Multiply the bloatbox value depending on distance from target > ;Linear interpolation > BloatBoxMultiplierDistance=4.0 > BloatBoxMultiplierMaxDistance=20000.0 > BloatBoxMultiplierMinDistance=2000.0
Weapon Category Config Variables & Values (line separation is for visual simplicity, when pasted in game.ini are characters must be continuous (no line break): Thanks to miguelmargarido for the values
> ;AttackDegrees is the difference between the desired firing point (FP) and actual > ;If AttackDegrees is over limit, firing stops and bot readjusts its FP > WeaponCategoryConfigs= > ((Launcher, (MinAttackDegrees=1.0,MaxAttackDegrees=2.0,ProjectileSpreadZeroTimeFar=0.0,ProjectileSpreadZeroTimeClose=0.0,BloatBoxMax=(X=100.0,Y=75.0))), > (MarksmanRifle, (MaxDistance=60000.0,MinAttackDegrees=0.25,MaxAttackDegrees=0.5,ProjectileSpreadZeroTimeFar=2.0,BloatBoxMin=(X=15.0,Y=15.0),BloatBoxMax=(X=100.0,Y=75.0))), > (BoltRifle, (MaxDistance=90000.0,MinAttackDegrees=0.3,MinAttackDegreesClose=10.0,MaxAttackDegrees=0.6,BloatBoxMin=(X=25.0,Y=25.0),BloatBoxMax=(X=100.0,Y=75.0))), > (Shotgun, (MaxDistance=6500.0,MinAttackD
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