PE ASR AI and you

Party-approved future science plus handbooks for the revolution
Post Reply
Pooter
Host
Posts: 117
Joined: Tue Jul 28, 2015 2:26 am

PE ASR AI and you

Post by Pooter »

PE ASR AI is the AI mod we at FolkArps run. It is highly suggested that you run it as you are editing missions.
http://steamcommunity.com/sharedfiles/f ... =654177116

There are 3 key behaviors that you should be concerned about
AI taking cover from dangerous events
AI counter-attacking from dangerous events
AI not de-crewing from immobile vehicles which have operational turrets.

AI that receive several different types of dangerous events will attempt to take cover relative to their attacker (if they know where the attacker is) or just take cover in general (if they don't know where the attacker is). The leader will decide where each of his units will take cover. This only applies to units that are outside.

AI will counter-attack (aggressive move wp, and eventually move back) after being attacked, then left alone. Whether or not the AI do this is dependent on the distance at which they get attacked as well as their knowledge of the attacker and whether or not the AI are indoors. This does not apply to vehicles with passengers, air vehicles, or boats. This does not apply if the attacker is an air vehicle or a boat.


AI vehicles that have turrets will not dismount when immobile unless the turret gets destroyed. A mobility kill alone will not cause vehicles with turrets to dismount. The exception to this is MRAPs with turrets will never dismount. This is due to a bug where the turret hit point exists, but doesn't actually change damage when the turret gets destroyed.

The important script variables for manipulation on the mission level are
asr_ai3_main_AUTO_ATTACK_WITHIN default 15
asr_ai3_main_AT_OUTSIDE default 60
asr_ai3_main_AT_INSIDE default 60
asr_ai3_main_AD_OUTSIDE default 250
asr_ai3_main_AD_INSIDE default 50
asr_ai3_main_STAY_IN_VEH default true

asr_ai3_main_AUTO_ATTACK_WITHIN is the distance within which AI will counter-attack regardless of their knowledge of the enemy.

asr_ai3_main_AT_OUTSIDE is how long it takes AI to counter-attack from danger while outside. This timer resets on every dangerous event.
asr_ai3_main_AT_INSIDE is how long it takes AI to counter-attack from danger while inside. This timer resets on every dangerous event.

asr_ai3_main_AD_OUTSIDE is the max distance at which AI will attempt to counter-attack while outside. Set this to 0 if you don't want counterattacks.
asr_ai3_main_AD_INSIDE is the max distance at which AI will attempt to counter-attack while inside. Set this to 0 if you don't want counterattacks.

asr_ai3_main_STAY_IN_VEH controls AI not disembarking from immobiled vehicles.




On the unit level
asr_ai3_main_AD_INDIVIDUAL controls the attack distance (overrides both indoors and outdoors distance if set) for any particular group. It goes off the group leader's value.

Post Reply