Global mod for STALKER SHoC, intended to recreate a highly atmospheric Zone with highest possible quality, stability of the game, rich gameplay and loyalty to the canons of the Sci-Fi genre.

RSS feed Report content OGSE 0.6.9.3 autonomous scripted combat AI
Comments
KamikaZzeRu Author
KamikaZzeRu

You can also find this video with much higher quality on my YouTube channel: Youtube.com

Reply Good karma+3 votes
Seeker_of_Strelok
Seeker_of_Strelok

I'll have to download this again sometime, perhaps once 0.6.9.3 comes about; I just had too many issues of corrupted saves and crashes. Looks really good, you folks put a lot of work into this, and it shows.

SoS

Reply Good karma Bad karma+2 votes
Mantlegen
Mantlegen

Something tells me this didn't install correctly for me.

Reply Good karma Bad karma+1 vote
Moige
Moige

It's for 6.9.3 and judging by the date you must have had 6.9.2R2 max at this time.

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Description

This video are made from materials, recorded by mod's testers. You can see in it how my scripting combat AI are working. This AI scheme is autonomous and fully replaces the frankly stupid game engine's combat mechanisms. The basic idea of scheme was to make NPC more interesting and challenging opponents, eliminating actor's total supremacy over them.

Features and capabilities of the scheme:

1. Target selector - each NPC has its own list of targets, and chooses from it the most threatening.
2. The control of aiming - NPC targeting enemy with mind, picking up an aiming point regardless of the distance to the enemy and position of his body.
3. Control of fire - the higher the rank of the NPC - the more adequately he uses a weapon, such as not trying to fire bursts from self-loading shotguns
4. Combat maneuvers - NPC strafe in battle, scamper from one shelter to another, try to circumvent the enemy from the flanks and go behind his back.
5. The use of shelters - NPC dynamically choose where to hide from enemy fire, and trying not to be substituted under fire.
6. Teamwork - the scheme is constructed so that the behavior of some NPC complements the others. For example, in combat with multiple opponents a couple of them can overwhelm you with suppression fire, not allowing to pop out of shelter, while others will crawl from the flanks.
7. Compatible with standard game logic - the scheme takes into account the standard logical constructions - combat ignore, camper scheme, the scheme of a fanatic.

Details
Date
Duration
Size
640×360
Filename
rename-later.mp4
Options
URL
Embed
Share
Feed
RSS feed