| |||||||
Battlezone Realm »
Tips and FAQs » AI Processes | |||||||
|
|
AI Processes
Document Navigations:
Introduction | Combat AI's | Assault AI's | Reference | Known Bugs | Definitions
Todo: - Add AI Process "personfriend/enemy" - Add AI Process recommendations - More notes re: Attack/SubAttack tasks Introduction
This is all of the data that I've collected on different AI processes, so far. I've listed only the processes of combat vehicles, I'll add Assault vehicles when I have time. This list will be updated if new information becomes available. Combat Vehicle AIsMost combat vehicle AIs are evasive, but do not know how to correctly operate turreted vehicles such as assault tanks ScoutFriend/EnemyAI Type: Normal
Aggressiveness: Low
TankFriend/Enemy
AI Type: Normal
Aggressiveness: Moderate
SentryProcess AI Type: Normal
Aggressiveness: Low
AttachWingman AI Type: Standard
Aggressiveness: Moderate + Customize
SAVFriend/EnemyAI Type: SAV (unique)
Aggressiveness: Very High Morph to Attack
TurretTankFriend/EnemyAI Type: Turret (unique)
Aggressiveness: Very Low Morph to Attack
MorphTankFriend/EnemyAI Type: MT/RT
Aggressiveness: Moderate-High Weaponmask
Morph to Attack
Compatibility Notes: Useful in 1.2 because of it has better accuracy then other AI types. 1.3 tweaks bring accuracy of all units up to par with this one Not Recommended for 1.3 pilots when friendly fire on other pilots is an issue. Known Bugs: SubAttack Bug :: [All Versions] RocketTankFriend/EnemyAI Type: MT/RT
Aggressiveness: High Weaponmask
Compatibility Notes:Not Recommended for 1.3 pilots when friendly fire on other pilots is an issue. Known Bugs: SubAttack Bug :: [All Versions] Leading Bug :: [All Versions] SoldierProcessAI Type: MT/RT
Aggressiveness: Moderate Weaponmask
Recommended for 1.3 soldiers if friendly fire is a problem. Used by: APC Soldiers Assault Vehicle AIsThe following AIs are not evasive, but can operate turreted vehicles. This makes them best for units like Assault Tanks and Walkers. GechProcessAI Type: Assault Tank
Aggressiveness: High
Compatibility Notes Mixture of bugs requires careful testing when porting to/from versions. Known bugs: Mixed weapon types bug :: [Version 1.2] Mortar usage bug :: [Version 1.3]
AssaultTankProcessAI Type: Assault Tank
Aggressiveness: Moderate
Compatibility Notes: 1.3 AIs will auto-select combat/assault hardpoints based on target type. Known bugs: Mortar usage bug :: [Version 1.3]
SupportProcessAI Type: Assault Tank
Aggressiveness: Moderate + Customize
Used by: ISDF Rocket Tank AttachOffensive AI Type: (no data)
Aggressiveness: (no data) + Customize
Used by: Scion Artillery Additional Reference:Behavior of Standard AIs
Scout, Tank, AttachWingman, and SentryProcess fight the same for the most part. When given a follow command, they will follow, and engage other enemies (including non combatants such as extractors) along their route, they'll rejoin if they're too far away from their follow target. When fighting, they dont lead (target) properly very often, some trickery is needed in the handling parameters, to make these AI accurate. These AI have a routine where they'll turn around and try to get some distance when being fired upon, this routine is completely detrimental to their fighting skill. AttachWingman AI, coupled with Archer task entries will prevent this. Morphing and Deploying
Different AIs do different things depending on the classLabel of the ship they're driving, for example,
if morphTank AI is driving a morphtank, it will morph before and after attacking, BUT! If this AI is on
a pilot, it will use its jetpack instead of morphing, if its on a SAV, it will change height. Usually
'morphing' is whatever is done with the 'c' key in these cases. Some AIs that understand the concept of 'morphing' or 'deploying' can be used in interesting ways when mixed and matched with other classLabel ships that have this functionality (ie: aircraft, SAVs, APCs, turrets, pilots, etc.). AIs that are marked Morph to Attack will use these functionalities. Using Multiple Weapons
RocketTank and MorphTank AIs are interesting, because they are rarely used AIs that are actually better
then stock AIs in some cases. These AIs will fight and hold their ground unfazed by enemy fire, unlike
scout and tank AIs that sometimes uselessly turn around when being attacked.
The most interesting things about these AIs is that they understand weaponMask, which is an entry above the weapons config. This setting allows the ship to use multiple weapons, depending on the settings. For example: A weaponmask of 00001 will only use the very first HP for combat, a weaponmask of 00110 will use the second and third HPs, whereas a w/m of 11111 will use ALL available HPs (weapons) Task Entries
BZ2 supposedly allows for a variety of task entry types allowing you to + Customize the AI to suit your needs:
attackTask = "<name of attack task>" defendTask = "<name of defend task>" waitTask = "<name of wait task>" specialTask = "<name of special task>" subAttackTask = "<name of sub-attack task>" subAttackClass = "<control parameters>" Letter 1: N=attack ground only, A=include air targets
Letter 2: N=regular attack, D=deploy to attack Letter 3: N=use engage range, S=limit to weapon range In practice, only attackTask, subAttackTask, and subAttackClass are supported by BZ2. The other 'Tasks' seem to hint at an AI customizing feature that was not completed. The following list is Task Entries that I've found so far:
Non-combat AIs
TugFriend/Process - For use with non-combat vehicles only. Will cause AV when used in combat vehicles.
RigFriend/Enemy - Constructor AI, is completely inert in other vehicles. CombatFriend/Enemy - A broken AI with unpredictable behavior. AV Prone in combat vehicles. BomberProcess - Undeploys, moves to target, and creates a daywrecker object above it. Self-destructs if a bomber bay doesnt exist. APCProcess - Moves to target and deploys. Distibutes troops during an attack run, but does not attack with weapons. Unlike other AIs, this one will not deploy troops if simply given a 'move' command. LandAnimalProcess - Used in Jak Killers, will engage in melee combat with pilots. Causes an AV if used in combat vehicles. TorpedoProcess - Used in WASPs and Comets, will cause AV if used in combat vehicles. MinelayerFriend/Enemy - Broken AI in 1.2. Possibly fixed in ver 1.3 WingmanFriend/Enemy - This entry is in an unused ODF, but results in empty ships that use it. BoidProcess - A bird process. Used for flying animals. Known AI Bugs:SubAttack Bug: Causes AI to lose weaponmask abilities (and use first HP only). This bug happens when an AI is told to attack 'target A' and ends up subattacking another enemy. I can also happen when an AI is told to 'hold' during a subattack. Mortar Use Bug: AI bug that occurs with turreted AIs while using mortars. If this AI subattacks a unit that is too high to reach (usually a pilot), it will attempt to aim upwards, and will not attack anything else until it's given a new order, or its target is destroyed. Mixed Weapons Bug: Version 1.2 bug that happens with Gech AIs. Causes unpredictable weapon type usage. This bug need further observation. Leading Bug: Bug that only seems to happen with RocketTankFriend/Enemy AIs. AI will strafe, but not properly compensate leading, and often end up under-leading its target and not firing on it at all. Definitions:Task Entries: Variables under [craftClass] that define how certain AIs will behave in different situations. (ie: attackTask = "AssaultTankAttack", subAttackTask = ...). These are used only by aiNames that support them. Sub-Attack: The act of attacking a target where an attack order isn't explicitly given. Turreted: Vehicles or buildings such as Turrets, Assault Tanks and Gun Towers; which can rotate their weapons independently of their main body. Hardpoint or HP: A location in a model that determines the start point, type, and sometimes the direction that weapons will fire. HPs can be used for other things as well, such as emits and build points. (beyond the scope of this document) WeaponMask or w/m: A variable that defines which weapons can be used simultaneously by AI, used only by GunTower, MorphTank, and RocketTank AIs. Set up in reverse order (ie: a weaponmask of 00001 will fire only the very first HP, whereas a weaponmask of 00110 will fire only the second and third HPs) This variable ignores BZ2s tendency to auto-link same-type weapons and can allow the AI to fire any number (up to 5) of weapons at the same time. AIs that use w/m will only lead and attack based on the first linked HP. |
||||||
|
Website Design © 2004 David "Zero Angel" Bobb
|
|||||||