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Updated to 1.5.2. Please help me with your feedback

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Mora's AI more covered (1.0) for 1.5.2
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_SoPro
_SoPro - - 105 comments

is this compatible with living zone and npc without amnesia addons?

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mora145 Author
mora145 - - 199 comments

Partially; just don't replace the files when you copy them. Those files that appear to be replaced.

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mora145 Author
mora145 - - 199 comments

With npc without amnesia yes, it's 100% compatible.

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missterxpoop
missterxpoop - - 87 comments

Man, THIS is the mod. Really. AI is so desesperating, putain...So if only a bit of common sense can be put into them, I buy. You have my support XD Can't wait to see the progress.

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mora145 Author
mora145 - - 199 comments

Yeah, we'll see how it goes on the Cordon/Scape alone. If all goes well it will be implemented in the entire Zone.

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reter
reter - - 615 comments

what so i only need to install the xr_conditions.script in Anomaly?

what the other files do?

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mora145 Author
mora145 - - 199 comments

No.
All other files represent a zone within the cordon/scape level. If you have another mod that uses one of those files, it is not a good idea to replace it with this test mod (I will make some compatible files for those mods using smart terrains later)
On the other hand, if you have all those files installed and you don't have xr_conditions.script, they won't work, and the game crashed

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TheTazDJ
TheTazDJ - - 266 comments

AI mods are what the game is desperately needing. If people like you could improve the AI and also the various issues with detection (bush, time to detect and shoot) this would make the game way more realistic and challenging.
Will definitely give this a try ! :)

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missterxpoop
missterxpoop - - 87 comments

How strange though that Ai is segmented into map areas! Like: south you can be smart, North you can be a retard...XD

Mora, this is no request AT ALL, as I wouldn't want to add more load onto your shoulders but...I'm myself in the middle of a making of a mod, AND I care very much for my playthrough now so...Straightly put, I am mainly playing North (Zaton and Jupiter). I can't go south as it full of jerks...If it happens to be a matter of changing a couple of values in a small file, consider adding one of the two zones I mentionned and as I play along/test my own mod, I can give you inputs about Ai changes...But again, this is no request ;)

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mora145 Author
mora145 - - 199 comments

I see your point.
The idea of this mod is to check the AI in a zone. Outside your normal game (because it's a test).
Editing other zones without seeing the behaviour of the AI and without feedback is risky. But I think I can release an even more "dangerous" update where I add the whole zone.

At file level there are many. Each level is segmented into parts. Each part has different NPCs with different behavior, and these schemes cannot be added to all; otherwise you will have immortal traders in the middle of the fights.

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missterxpoop
missterxpoop - - 87 comments

Whoa O_o...Even each map is itself divided? XD I told you I'm not at all aware of how this works, but for the AI to be so "radiated", well, it must be because changing it must be a hell of a job...

Anyway, as I see it, you could release that "dangerous" version of yours that it would still be an improvment! :D Any Alpha/pre-alpha stuff that deals with AI is improvment, even if it involves them shooting at everything everywhere (at least they would stop looking at you 10 min straight before pulling the trigger XD).

So, really, I understand all this is for test purpose only but I am willing to test in my playthrough and let you know. At the end of the day, if too broken (again, I doubt it) a simple removal of it should do the trick. And as I see, you don't have much feedback, which is a shame, as AI is really something I'd like to see improved above anything else.

Let me know if your willing to do Zaton or Jupiter (again here what would be the less tedious for you).

See u ;)

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mora145 Author
mora145 - - 199 comments

Okay.
Sounds good to me. I'll launch one in those two zones soon. So you can try them out. ;)
It will take me some time to do it, I must study all zone and know which are the most elementary npcs (at code level) there and that they don't need these schemes.
Have you tried to start a new game and go to the military camp south of the cordon? how did you feel about...

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missterxpoop
missterxpoop - - 87 comments

Nice! But hey, don't knock yourself out! :D

Actually, as I feel ashamed for having asked, I am thinking about travelling south only to pay a visit to those smart people whose brain has been left untouched by the radiations XD (I'm not frightened actually due to my fully modified Nosorog armor lol). But say: is it not save game compat? Even if using the reload system.ini thru debug mode (sorry if that sounds stupid)?

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mora145 Author
mora145 - - 199 comments

No, you don't need a new game. But to avoid the trip and everything that goes with it, a new game is recommended ;)

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missterxpoop
missterxpoop - - 87 comments

Bah...No, I'll go the full rambo way! I may uproot some trees in my wake XD

Thx for the answers, I let you go do ur magic now and I'll try to report as soon as I get the feel of that new unknown behaviour of them: let's see if for the first time in ages I actually die to the AI or not... ;)

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missterxpoop
missterxpoop - - 87 comments

Feedback:

Alright, so I played yesterday for a few hours and here is what I did:

_Install your mod
_Start a new game, go down south, farm and middle building (lloris) to have a shoot out in each (long/medium/short range) (Cordon).
_Restarted a new game again and did the same 3 shoot outs.
_Quit, uninstall mod, restart new game, went for the military south twice (another one after reload).

So...Verdict:

Overall AI is crap and will always be. BUT... in their crapiness, the old AI behavior is making for more challenge (sorry :/). I'll explain my feeling:

With your beta, there ARE some changes indeed and it shows: the ennemy stands far from you and engage from afar, true. But they still lack intellingence in that they do not seem to know what a cover is. It would be awesome that they stand still BEHIND that tree or wall but instead they stand still NEAR it in plain sight or even in the middle of the landscape without moving. And that makes for easier targets when in vanilla, even though it is stupid behaviour, the ennemy keeps moving around, hence the challenge being better.

That is the main point. Also, it seems that those changes bug some AI perception -- mostly sight: not sure if it is your doing (I just read in ur descrpn. it could be) but now it happens that a guy right in front of u totally ignore you after having engaged you or even after being shot at (he'll just keep crouching, scanning horizon, doing nothing).
Maybe also they seem less sound perceptive. Not sure how this could be the result of your tweaks, though.

So, the good part is that they are no more doing that windscreen wiper move in your scope (not that often anymore), but keep positions when suddenly attacked, crouch and shoot (some, again, don't and just keep scanning horizon). When next to building/covers, same behaviour. Some try to hide behind a tree (next to it for some...unfit but still enrolled shall we say XD ) or back away, some don't shoot, some you find behind you! XD Some are still moving towards you, etc. Stalker AI in a nutshell...XD

That's all I think. AI is a big problem that I think won't be tackled overnight. I'll keep that beta, though, coz I admit I like the feel of it somehow, and want to test it more, and if you're able to provide for more zones, I guess you'd have more feedback. I'll try and stick around Cordon for a while though ;) Thx for the work Mora :)

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mora145 Author
mora145 - - 199 comments

Thank you for taking the time to give me this feedback.
Yeah, I've noticed what you say about NPCs not shooting even when they see you. It's a problem with the camper scheme; I think that somehow there is a delay in firing that is purposefully made for long distances (In version 1.0.1 I changed the distances a bit, for that reason, although I think I'll have to modify the scheme to fix this). I will try to remove it in the next version ;) as yes, it is very annoying.

On the other hand you are right about the AI. This mod only makes them use pre-programmed schemes, although I haven't got my hands on those schemes yet. In the next betas I will be correcting things like the ones you explain, to make them more enjoyable.

Thanks again for your comment ;)

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mora145 Author
mora145 - - 199 comments

missterxpoop I think that the problem of the npc's in "camper" mode that take time to shoot should be solved. (v1.1)

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missterxpoop
missterxpoop - - 87 comments

Nice :) Yeah, just read your descrptn. update, so I'll give it a...shoot out (XD) when I can. I added the Illinaru warfare overhaul to have more fights and see a bit more of it.

Say, I think Illinaru's mod modifies some files you use. Just a question: if I override his with yours, do you think it's ok? Nevermind actually, I'll do it & see.

Thanks for ur job anyway; someone had to do it! And this is not the easiest one u picked XD I'll come back when I gave a more in-depth look ;)

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Guest
Guest - - 688,627 comments

Is it possible to tie this behaviour to the rang of NPC's? For example - newbie will charge carelessly while veteran is staying in cover more, and master stays in cover a bit longer and stays alert longer...
Also maybe this behaviour could be tied to NPC's HP or ammo/armor/weapon condition?
Such diversity would be kind of immersive I think...

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missterxpoop
missterxpoop - - 87 comments

Yeah...go write all the scripts for that XD Better wait for Stalker 2!

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mora145 Author
mora145 - - 199 comments

I suppose it could; but already in a more advanced version of the mod.

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missterxpoop
missterxpoop - - 87 comments

Ok, so, I tested 1.1, and I must say this is good. I did the same as previously, fighting in Cordon, and I really like the AI and what it did: I saw guys taking cover around the corners of buildings, shooting as they popped out of it and quickly getting back to it, to repeat again. I don't know if it's the placebo effect, but yes, this is nice now. Less of them in the open, more trying to find cover behind trees, walls, etc. Some are still acting weird, but I don't know in what extent this is linked to your modifications (like some being drawn to a particular place and staying put there -- near fixed machine gun for example).

Anyway, that would be reckless to follow my advice to apply it to all the zone; my enthusiasm should be compensated by some more feedback from others (but you should do more zones XD).

I'll keep an eye out for your progress if I can, and let u know about it ;)

Thx again for your work ;)And good luck!

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mora145 Author
mora145 - - 199 comments

Thank you :)
I guess the "camper" scheme just stands still, not looking for coverage. I'm trying to make it smarter, so it at least looks for cover before it ducks. If I can do that, maybe the next update will be a launch.
About the news maps, I was looking at the one for Zaton, and it's very, very long. A lot of npcs. But I'm still evaluating it, then I'll release an update for that area.

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missterxpoop
missterxpoop - - 87 comments

That would be nice, definitely. You know, I went away from Cordon as I was required some places else (XD) then did some stuff here and there, having a lot of gun fights due to my using Illinaru's warfare preset, and when I got back to Cordon, having in the meantime forgotten about your mod still on, I was like: man, that's strange the way they behave. There's something..." and then yes, in a middle of the firefight I remembered about your mod XD. i was like: the change is very obvious.

So keep up the good work; a shame again you don't have other than me to comment about it -- I hope it's coming, and no douches like some of those that comment about my mod...hum hum XD.

And about Zaton, really, if it goes against the way you intended to implement the whole thing, don't bother about me anymore; I got ur mod nicely tested in Cordon, and I'm sticking around these parts these days so...Maybe go for little easy zones like...I guess Rostok or Yantar. Keep Zaton when you are fully ready to launch the big stuff (sorry if it seems I requested the stuff for nothing :/ :D But at least you know what's awaiting you ;))

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mora145 Author
mora145 - - 199 comments

Ok man! ;) Thx for all!

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missterxpoop
missterxpoop - - 87 comments

;) good luck XD

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Freedom_is_garbage
Freedom_is_garbage - - 106 comments

So how's it going? When can i expect full version, cuz it looks good. I can only imagine how hard it would be to turn off brain scorcher with this mod lol

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Ekkaia!
Ekkaia! - - 301 comments

One question, it's possible or it's included that distance range for apply "correct cover" schemes depends on npc rank (the higher the better)? Could be a real nice way for represent any kind of real experience on stalker combat.

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mora145 Author
mora145 - - 199 comments

The application of the combat schemes depends on the distance or "range". The "camper" scheme is used for distant combat, and "cover" for medium distance combat.
In the "camper" scheme the npc will look for a cover, duck and shoot from there, without moving much.
In the "cover" scheme the npc will vary its cover from time to time, use grenades, and when wounded or charging, seek to hide.

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reter
reter - - 615 comments

Glad you are still working on it, so this means it's working full all around the zone?

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mora145 Author
mora145 - - 199 comments

Not yet, only in the places indicated in the beta 2.0 changes. They are still partially applied, which means that npcs will not always use this addon.

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Dhatri
Dhatri - - 584 comments

I'm intrigued by this. AI script schemes are lacking in many regards. Did I read it correctly that you "only" changed exisiting patterns and did not establish new ones?

I'm thinking of porting this to Dead Air but I'm guessing the smart-terrain bits will give me quite a headache.

Side note: The readme that is included in the file-archive is empty for me?

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mora145 Author
mora145 - - 199 comments

To understand Stalker's AI you must know that it works in several ways. The first and most basic way is by using the game engine: Just look for some coverage, then shoot, move and if you don't see the player go directly to look for him. It's basic in the way of fighting.

Then there are the "schemes" behaviors programmed in some lines of scripts that can take control in certain moments so that if certain conditions apply, the npc can use them. That's what I did, I used the schemes of the base game. I suppose that when a stable version of Anomaly comes out these schemes will be improved and applied.

In the case of this addon I didn't edit the schemes, but applied some conditions so that they can be used from time to time.

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Dhatri
Dhatri - - 584 comments

I see. I have noticed that the general behaviour of the AI is governed by only so fewscript-trees.

May I additionally ask what the changes to the smart-terrain logic are about? Since those have a lot more stuff going on in DA I think.

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mora145 Author
mora145 - - 199 comments

The logics are specific applications of those schemes in certain moments or situations. For example, when hiding from a emission, or when the fanatic is sleeping. What logic does then is to call a specific behavior. In this case I use them to apply the scheme on the smart terrain where the npc is at the time of the fight. I don't know how to make a general logic for all npcs, without interrupting their specific behavior in quests or habits.

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GabeCPB0
GabeCPB0 - - 354 comments

Oh man! I cant' wait for the mod to encompass the whole map!

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AyeBlin
AyeBlin - - 364 comments

Hmmph....

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...ktop/games/anomaly\gamedata\scripts\xr_conditions.script:512: attempt to index global 'mora_schemes' (a nil value)

stack trace:

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mora145 Author
mora145 - - 199 comments

Make sure the file "mora_schemes.script" is in "gamedata>scripts"

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mora145 Author
mora145 - - 199 comments

Fixed in 3.0.1

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Dupa9524
Dupa9524 - - 2 comments

Is this compatible with that: Moddb.com ?

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sardoz
sardoz - - 11 comments

I was using this for a while, but I encountered an issue that was causing fatal error crashes on every new game, I don't have the logs anymore, but mod was looking for a file that wasn't in the scripts folder, this part of your xr_conditions.script ::

function down_to_earth_functor(actor,npc,p)
return dxr_achievements.has_achievement("down_to_earth")
end

function heavy_pockets_functor(actor,npc,p)
return dxr_achievements.has_achievement("heavy_pockets")
end

Deleting that code works to stop crashes, so does pulling a dxr_achievements script from another mod, and another file that it uses, dxr_statistics. This issue may have also caused a crash during regular gameplay, but I didn't check logs for that crash.

Just now though I encountered an issue I can't figure out, that I've isolated to this mod. For some reason I can't press F on beds anymore (yes the correct bed with icon on minimap, none work, haven't tried sleeping bag item). Very unfortunately I can't use the mod for now.

Hope you continue to work on this because honestly it's made the game so much more enjoyable for me. Idk how it works, but I get the illusion that they're actually behaving tactically, like when they're in buildings some stay inside firing out of windows, some stay back, some approach, the mid range peeking they do works excellently, then the default ai within 10 m is perfect, and all of a sudden I'm clearing out a building the way works in most other shooters, but with the stalker intensity. Ofc this does need to be used with other ai/npc reworks I use, but this mod in particular is really great.

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mora145 Author
mora145 - - 199 comments

Regarding the crash that appears, my addon does not touch anything that has to do with the game's Achievements. It only inserts a few lines to use the schemes.
This addon is not updated for 1.5.1. That would be the first problem generating crashes.
I will upload an update in the next days for 1.5.1, so you can test it completely.
Thank you for encouraging me to keep improving it. The logics of NPCs in combat are very complex and difficult to indidualize in cases of combat with NPCs that should not go to the fight. Anyway I will try to bring it to the end and be able to apply it for all the NPCs in all zones.

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Guest
Guest - - 688,627 comments

Is this addon still being working ?

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SEV3RE
SEV3RE - - 388 comments

This Looks And Sounds Very Very ! Decent Brother Mora145

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mora145 Author
mora145 - - 199 comments

Thx ;) Enjoy it and if you see anything strange, don't forget to report it.

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bvcx
bvcx - - 2,119 comments

Great addon, thanks for updating. Really felt the big difference without it after updating to 1.5.1.

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Даниль
Даниль - - 146 comments

As I understand it, with WarfareALifeOverhaul or War zona will not work?

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mora145 Author
mora145 - - 199 comments

Work in all Anomaly NPCs in combat in any mode, but this is for smart zones. Zones in the maps/levels, not all (still)

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twinstar360
twinstar360 - - 215 comments

NPC's in Stalker Anomaly are ******* strange i saw 4 duty soldiers walk into an anomaly field and they didn't trigger anything they just walks away like nothing happened

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SilverBlack78
SilverBlack78 - - 1,905 comments

This is normal behaviour in Anomaly: NPCs are not affected by anomalies (done to avoid companions and important NPCs to die in anomalies).

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