Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.

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pvcf Author
pvcf - - 4,943 comments

regarding to that AI hit-zones i have recodet today Moddb.com , i'm actually think about to change AI behaviour depending on actual health, what think you about?
maybe the AI try to run away and hide or become total aggressive or start spamming frag grenades ?
(i always try to change the constant gameplay and interrupt it by new unawared elements).

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Marek33
Marek33 - - 3,891 comments

When the AI is hurt, they should seek cover first, and then, start spamming frag grenades. However, they should health themselves first (if its possible) or call for reinforcements.

Also, nice screenshot!

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pvcf Author
pvcf - - 4,943 comments

hey, the heal themself is a nice idea! but how ... ?
this leads to intresting new gamemechanics: lets say *every* AI soldier have a healthpack, which dropped on AI death, unless he have had time to use it for himself... ?
the problem is, how to do this ? (i dont mean the code, i mean the visual action)

the reinforcements idea: theoretically this should be easy, practically it's not: in practice we have a AI "squad" based gamemechanics, where every AI, which belongs to the squad, inform his teammates after a certain time that he have seen something or is in combat with a enemy, that is already the working KI mechanic from farcry.
so, a mapdesigner have to place the "squad" which also defines the amount of members which belong to.
your suggestions sounds like a nice random call for help where i could simply spawn new members which appear from somewhere or with a troop transporter, which is very complicated to do, so i let it better off :/
(because in last consequence it will be indoor a spawning new enemies in sections where player already was and have had "cleaned" them. spawning THEN there new enemies is the worst possible gamemechanic ever and won't happen in my mod)

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Marek33
Marek33 - - 3,891 comments

That's a pity, but since it doesn't work properly and it's hard to do, it's better to forget about it.

That's true, and it's better if it isn't there, because it could ruin the game.

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pvcf Author
pvcf - - 4,943 comments

i have to see how boring or repetive the gameplay is indoors, than maybe it's still worth a try. maybe use the trick with locked door which opens for Ai reinforcement :/

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F4Qs
F4Qs - - 272 comments

Can you make the three variables depending of the ai class?

The most dumb ai on low health becomes agressive, normal start spamming frag grenades and elites search for cover.

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pvcf Author
pvcf - - 4,943 comments

the AI class is not sorted like that, they have tasks like defend, rush, lead, investigate and so on. the idea would be, that maybe a rush-KI tend then to defend or a defending one starts to rush.
that sounds silly for first moment, but this KI-system works only outdoors usefull, and the questions is, is this (taskchange) intresting for indoors ? BUT, what about if player have then always the feeling he alters the behaviour of a enemy by shooting on him ? :/
hmm, maybe it's exact the salt in the soup i need: let's say in the corridor a AI is rushing against player. currently it will rush until he is death infront of player or player is death. the task change would lead then to a run away and hide (for example).
BUT (again...), as he is turning and running away, you (the player) can then finish him easy off without the risk of getting fire from him. such a task change would need ~2 seconds, then some second for pathfinding and usually you need ~ 0.5 seconds to kill someone if you can aim at him without getting recoiled ...
baah, it's all so complicated :D

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