The terrorists are now more difficult, realistic, and unpredictable! Twi's new Tango AI makes your enemies much more intelligent and interesting to fight against. This AI for single- and multi-player features new strategies such as flanking, relocating hostages, suicide bombing, suppressing smoke grenades, patrolling, and much more. The AI can also be fully customized in the included configuration file. (Note: beta version - please let me know any bugs you find.)
This seems great. Is it/ Will it be included on the ALLR6 servers?
That is up to the administrators of those servers. However, anyone can try it on their singleplayer game as well.
Thanks for the reply. For some reason I thought you are also one of the admins.:D
It is now on the TH2 ALLR6 server!
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Wow, sounds sweeeeeet!
You're a genius
Tangos AI Mod So Far Is Great Addition, Any News On Monthly Supply Drop?
I Try This Mod on Elite Difficulty and This Is Great Mod So Far
Thanks for the feedback! There is a new Supply Drop coming very soon, as soon as I get a little time for packaging it up and releasing it!
Rainbow Six 3 - TH2 Server (Terrorist Hunt) - Terrorist Behaviour AI Update
This server is now running a test version of the latest update for terrorist AI behaviour made by lead Developer.
*The terrorists are now more difficult, realistic, and unpredictable! Twi's new Tango AI makes your enemies much more intelligent and interesting to fight against. This AI for single- and multi-player features new strategies such as flanking, relocating hostages, suicide bombing, suppressing smoke grenades, patrolling, and much more. The AI can also be fully customized in the included configuration file. (Note: beta version - please let me know any bugs you find.)*
Please play and test it out. Let me know your thoughts in a direct message or in #modding channel preferred regarding this mod.
Enjoy! Also, new maps are still in the works and new weapons, should be out soon hopefully! Happy New Year all!
R6chat.com
how do I turn the experimental MP mods feature to ON in openRVS for singleplayer?
Find your Ravenshield system folder, and look for a configuration file named OpenRVS.ini. Open it with a text editor, and look for the experimental mods setting. If it is set to False, change it to say True, then save and close. You can now follow the instructions for installing the AI mod.
alright, ill make sure its set to true. thank you
I was having the same issue, however there is no option for experimental mods in the .ini folder. All I saw was bUseMPModsInSinglePlayer=True. Any input?
@.Twi is this mod compatible with mod 2.0?
Would be possible to mod it for missions also instead just hr,lw etc?
as a 2.0 co-author, i attest it is fully compatible. It also affects mission mode of the maps, in a more minimalistic but noticeable way.
Will there be upcoming adjustments to the Rainbow AI too?
I hate how they all bunch up on a doorway once I issue them an open and clear order.
for that, try Elite Counter Terror
Moddb.com
or its "Rainbow AI only" module:
Moddb.com
I'm a bit confused about the installation instructions. It says here on #3 that you open a "Ravenshield.mod" file. But on the my system there's no such file. Could anyone help?
In the Mods folder
is this compatible with terrorrist realism mod and elite counter terror?
how can i add this mod to supply drop . it says in the readme file that i have to enable experimental mods feature on ? how do i do that ?
the ai mod works fine in the vanilla .
can anyone please give a full tuto how to get it to work ?
yeah lets turn on aimbots at elite difficulty
Thanks for this mod, love it! :)
Good mod.
It would be interesting if tangos that surrender and can get up again, do it in a more variable way or never. Because they do it quickly all the time.
Yep. I came here to note that too.
They surrender for barely two seconds, and then pull their weapons out again. Which means they no longer really surrender at all.
Is there a way for me to tweak this or remove that change?
I appreciate that we can now tweak those values to what we feel is more realistic. Thank you.
I have an issue, and I think it may be caused by this mod :
When I throw smoke in front of a closed door, the enemies auto-detect it automatically and react, even though I threw it barely a second ago and hidden behind a door.
This makes missions like Broken Stone (first campaign, mission 11) really hard. Throwing a smoke, even before entering a room, triggers a panic and the nerve gas is triggered. The mission is already hard enough, where any enemy who screams alarm risk causing a failed mission.
I also use "RVS2.1 beta mod" (updated RVS2).
Well, after some testing, I realized this issue is not so bad:
a) you can place the smoke about 3 feet in front of the door and sometimes the enemies will not detect it too fast.
b) Smoke is so OP that, even if the enemies are reacting, if you open the door quickly, you can still clear the room in time with your thermal scope.
BUT it is an issue for AI controlled breaches : they throw the smoke rather slowly and so the enemy panics and trigger the nerve gas. By using smoke manually (player), I can circumvent this oddity.