--1.06b2 Changes--
Night Vision Goggles behavior
-Teammates will put on and take off the NV Goggles when team leader does
SKill increase
-Every skill of every rainbow member is set to 100 (not represented in the menu)
...which I don't think is necessary or important. It was requested by other modders.
You can get the latest version (1.05) from here:
Mediafire...Mod_105C_b1.rar
Another later version (1.06) here:
Mediafire...AIMod_106b2.rar
The difference between the two versions is that the 1.06 have this:
Quote
--1.06b2 Changes--
Night Vision Goggles behavior
-Teammates will put on and take off the NV Goggles when team leader does
SKill increase
-Every skill of every rainbow member is set to 100 (not represented in the menu)
...which I don't think is necessary or important. It was requested by other modders.
------
Anyway the full fix/feature list for v1.05:
Quote
--1.05 Changes--
Reloading Rules
-Changed the reloading rules
-AI with 100 round mags will reload when below 20
-AI with 50 round mags will reload when below 15 (20 when waiting for gocode)
-AI with an extended pistol mag above 24 rounds will reload when below 10-12 (14-18 when waiting for gocode)
-AI with a sniper rifle will reload when empty
-AI under any other cirsumstances will reload when below 50% mag count (75% when waiting for gocode)
--1.04 Changes--
Waiting for gocode Fix
-AI will now kneel while waiting for a gocode
Teamswitch / member switch Fix
-If a player selected a grenade and switched to another operator, the original operator was stuck with the grenade - this is fixed
known problem: if a player switches team while the character is in the middle of a grenade throw animation, or in the middle of a switch to grenade animation, that character will be stuck with the grenade - this situation can be fixed by switching to the operator and manually selecting the appropriate weapon, or switching to the operator and then switching to another operator
Snipe/Cover Fix
-during Snipe/cover order operators will reload according to the Reloading Rules
known problem: if during snipe/cover order with a non-sniper weapon, an AI runs out of ammo while having an enemy in sight, he/she will switch to the secondary weapon (as per the Emergency Swap feature) - in this case, he/she will not switch back to primary until they receive the gocode and stop sniping
known problem: in the previous situation, after receiving a gocode, the AI will switch to the primary weapon immediately, but won't reload it until it reaches the next waypoint node - so it is recommended to put a waypoint right after the sniping waypoint when planning
--1.03 Changes--
Grenadier Bump Bugfix
-in the vanilla game, if an operator was about to throw a grenade but was bumped by another operation, he would often switch to primary, still play the grenade throw animation and never fire again - this is fixed
For Sniping Only Fix
-operators carrying a sniper rifle will no longer switch to sniper rifle after throwing a grenade or detonating a breaching charge
--1.02 Changes--
Snipe/Cover
-changes the 'Snipe until gocode' order. When using it with a team that has a sniper rifle, it's the same as before. When using it a team that does not have a sniper rifle, then the operator
-will annouce 'waiting for gocode' instead of 'sniping until gocode'
-won't annouce 'sights hot', 'sights cold', and 'sniper, tango down'
-won't go prone, only kneel
-won't be affected by the 'snipers hold' order
-will fire more rapidly
(Use it as a Cover order, to make sure the operator faces a certain direction while waiting for a gocode.)
(By default, if the team leader does not have a sniper rifle, but someone else in the team does, then when approaching a snipe until gocode order, the one with the sniper rifle will go forward to snipe. However, sometimes this doesn't happen - it's a bug with the original game as well.)
--1.01 Changes--
Stop To Engage Fix
-AI will now clear rooms properly on Recon ROE
For Sniping Only
-AI will now only switch to their sniper rifle when the plan orders them to snipe util gocode. Otherwise they'll stick to their secondary weapon
--1.00 Features--
Stop To Engage (ROE)
-when set to Infiltrate or Recon, AI will stop to engage
-when set to Assault, AI will fire on the move
-ROE no longer switches from Infiltrate or Recon to Assault without player or plan input
(Plan accordingly. This only applies to AI led teams - AI in player led teams will just follow the player.)
Strafe Fix
-the AI will now strafe when the angle between the direction to the actual waypoint and the next waypoint is between 45 and 135 degrees
(Originally it was just a >45 degree rule, but that meant that when the AI was supposed to make a 180 degree turn, they went backwards to that waypoint, and sometimes, got killed...)
Single Shot
-the AI will now fire in Single Shot mode with all weapons except the USAS-12
(USAS-12 is too slow on Single Shot, but otherwise R6 team will conserve ammo with other weapons this way, and also, pros don't use full auto )
Emergency Swap
-if the AI runs out of ammo and there are still enemies in sight, it switches to the secondary weapon instead of attempting to reload the primary
(Happens very rarely, but it can get the team member killed. Now they have slightly more chance to survive, since it's quicker to draw the secondary than to reload the primary.)
Wide FOV
-AI peripherial vision is now set to 120 degrees from the center of view
(Original setting is 80 degrees. This is to compensate for the fact that the AI doesn't look around, and to prevent some embarassing deaths.)
Execute (ROE)
-when set to Recon, AI will arrest surrendered terrorists
-when set to Infiltrate or Assault, AI will execute surrendered terrorists
(Stopping to arrest tangos can screw up the pacing of the plan, and put the arresting operator at risk. AI in player led teams will ignore surrendered enemies on Recon (unless told to secure), and shoot them on Infiltrate or Assault.)
(This does not apply to Gutierrez and Miccini)
No Run'n'Gun
-if the AI is set to Blitz speed but encounters an enemy, it will slow to a walk until the next waypoint which tells them to Blitz again
No Firing while Crouchwalking
-if the AI is crouchwalking, it will stop to engage