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NxLabs / Insurgency: Sandstorm

AIPlus

By Pyr4mus

Gameplay Changing AI

Description

I took ImprovedAI source, Deleted Everything But BotSkillCfg Variables And Bot Name Variables And Remade Everything Else, Thanks to destinate for his time on ImprovedAI

Bots (Including Friendly Bots) are affected. 

Bots Verify Enemy Before Engaging

Custom Bot Config Variables For A Good Balance

Bots Can Engage From Further Distances

Extremely Tactical

Limited HipFire

Dramatically Decreased The Random Single Headshots

Decreased The Chances Of Being Shot Through Walls

Constantly Moving Around For Better Tactical Angles

Rarely Ever In The Same Spot Per Round

Logic Is on a Per Bot Basis

Variable To Mix Stock With Custom Bots 

Mutator=AIPlus

> [/AIPlus/Mutators/AIPlus.AIPlus_C] >  > AIRatio=100.0 ;0-100 Ratio Of How Many Bots Total Uses The AI Mod, Combine Mod and stock bots  >  > SpawnSplit=0.5 ;Splits The Bot Spawns Between Spawn Zone And Active Objective (1.0 is Active Objective Only) >  > AimDelay=1.0 ;Delay In which bot decides you're enemy >  > DefendEnemies=True ;Adds Extra Bots If Enemy Count Goes Below MinDefendEnemies During Objective Defend >  > MinDefendEnemies=3 ;Minimum Number Before DefendEnemies Kicks In >  > MaxDefendEnemies=20 ;DefendEnemies Spawn Wave Amount >  > bCounterFireSupport=True >  > CounterFireSupportWeaponFiringChance=0.25 >  > BotNames=True >  > BotNameList=add,some,names ;If you don't add this line, I have a few that will show up

AI Difficulty Scaling

> DifficultyScaling=True ;AI Difficulty Scaling On/Off > MinAIDifficulty=0.2 > MaxAIDifficulty=1.0 > PlayerCountMinDifficulty=0 > PlayerCountMaxDifficulty=12

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THE FOLLOWING IS NOT REQUIRED, BUT CONFIGURABLE IF YOU DESIRE:

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Hearing

;Distance from this sound that we confirm our target is an enemy HearAwareDistanceRadial=3000.0 HearAwareDistanceGunshot=6000.0 HearAwareDistanceSprintFootstep=2000.0 HearAwareDistanceFootsteps=500.0 HearAwareDistanceBreach=1000.0 HearAwareDistanceDoor=500.0 HearAwareDistanceRigExplosive=1000.0

;Distance from this sound that we can hear the target HearDistanceFootstepsSprinting=3500.0 HearDistanceFootstepsRunning=2000.0

;Min Height from this sound that we can hear the target HearAbilityZOffsetMin=200.0

;Max Height from this sound that we can hear the target HearAbilityZOffsetMax=400.0

VISION

SightRangeAlert=20000.0 SightRangeIdle=5000.0 SightRangeWithinSmokeGrenade=1500.0 SightRangeWithinSmokeGrenadeEye=250.0 SightRangeSmokeEyeFrac=0.8

;AI Sight is weighted based on Light and Darkness MinLightIntensityToSeeTarget=0.02 MinLightIntensitytoSeeTargetatNight=0.0185 LightIntensityforFullyVisibleTarget=0.1 TimetoNoticeVisibilityMultiplier=1.0 MinLightIntensitytoAffectNightVision=50.0 MinNightVisionSightStrength=0.2

REACTIONS

TurnSpeedMaxAngleThreshold=90.0 TurnSpeedMinAngleThreshold=5.0

;Speed this AI turns at TurnSpeedMaxAngle=60.0 TurnSpeedMinAngle=90.0

;Time before we start attacking at close targets AttackDelayClose=0.2

;Time before we start attacking at distant targets AttackDelayDistant=0.8

;Time before we start using melee attack AttackDelayMelee=0.5

;Range we consider to be maximum distance for spot checks DistanceRange=15000.0

;Range we consider to be close range for spot checks CloseRange=500.0

;Range we consider to be maximum distance for spot checks (This description is from NWI. I'm not sure what middle range is) MiddleRange=3750.0

;Multiplier applied to spotting chance ChanceSprintMultiplier=2.0 ChanceMovingMultiplier=1.25

Accuracy This is where bot accuracy settings. AccuracyMultiplier will increase the hit chance but if you want the hit chance to be higher then you should change the bloatbox and the projectile spread in WeaponCategoryConfigs. A lot of people ask what is the bloatbox. It's pretty much like strike zone in baseball. The strike zone will show up in every player model. Increasing the bloatbox will make the zone bigger and will lead to a higher miss chance. The bloatbox also multiply and is base on the difficulty. Take a look at the Difficulty section with this.

;The higher, the more accurate. 1.0 is easy, 4.0 is hard AccuracyMultiplier=3.0

;Multiply our spread by this much when fully suppressed SuppressionAccuracyMultiplier=0.05

;Change weapon type config for bot like changing the accuracy for that weapon and such

;List of weapon types ;Launcher ;MarksmanRifle ;BoltRifle ;Shotgun ;LightMachineGun ;HeavyMachineGun ;SubmachineGun ;AssaultRifle ;Carbine ;Pistol

;Weapon configs type ;MaxDistance (Distance we can shoot at, otherwise we try to get closer) ;MinAttackDegrees (Start attacking when our aim on the target by this much) ;MinAttackDegreesClose ;MaxAttackDegrees (Stop attacking when our aim off the target by this much) ;ProjectileSpreadZeroTimeFar (How fast we zero in on the target when target is far) ;ProjectileSpreadZeroTimeClose (How fast we zero in on the target when target is close) ;BloatBoxMin (Our bloat box after zeroing) (Require X and Y) ;BloatBoxMax (Our bloat box at first sight) (Require X and Y)

;Make sure you get rid of spacing for this line WeaponCategoryConfigs=((Launcher, (MinAttackDegrees=1.000000, MaxAttackDegrees=2.000000, ProjectileSpreadZeroTimeFar=0.000000, ProjectileSpreadZeroTimeClose=0.000000, BloatBoxMax=(X=100.000000,Y=75.000000))), (MarksmanRifle, (MinAttackDegreesClose=10.000000, BloatBoxMin=(X=50.000000,Y=50.000000), BloatBoxMax=(X=100.000000,Y=75.000000))), (BoltRifle, (MinAttackDegreesClose=10.000000, MaxAttackDegrees=0.500000, BloatBoxMin=(X=25.000000,Y=25.000000), BloatBoxMax=(X=100.000000,Y=75.000000))), (Shotgun, (MaxDistance=15000.000000, MinAttackDegrees=1.000000, MaxAttackDegrees=2.000000, ProjectileSpreadZeroTimeFar=5.000000, ProjectileSpreadZeroTimeClose=2.500000, BloatBoxMin=(X=75.000000,Y=75.000000), BloatBoxMax=(X=100.000000,Y=75.000000))), (LightMachineGun, (MinAttackDegrees=2.000000, MaxAttackDegrees=3.000000, ProjectileSpreadZeroTimeClose=2.000000, B

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