Michael-Z-Freeman / forgotten-hope-singleplayer

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Smoke grenade does not present a smoke screen to the AI #2

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
The AI bots see straight through smoke. It's possible to create a transparent 
model (a sphere) with sky texture on it (no decals from hits) that is spawned 
when the smoke grenade explodes.

Permission currently being sought from Nation @ War mod to use their 
implementation of this for FH.

In N@W the templates and model and be found in 
Objects_server.zip/Effects/weapons/misc/e_ghr_smokegrenade

Templates have to be merged with the FH one's being careful to maintain the 
original FH smoke effects and functionality.

Original issue reported on code.google.com by djbar...@djbarney.org on 3 Mar 2011 at 10:10

GoogleCodeExporter commented 9 years ago

Original comment by djbar...@djbarney.org on 3 Mar 2011 at 10:13

GoogleCodeExporter commented 9 years ago
I obtained permission from Nation @ War dev team to use the smoke grenade code 
from N@W as a basis for this enhancement.

Original comment by djbar...@djbarney.org on 9 Mar 2011 at 3:27

GoogleCodeExporter commented 9 years ago
Proper credit should be included in this fix ...

"Satnav did the original work, and Ziggy along with Radar tweaked and modified 
it for use in HardJustice." (quoted from PM from StrykerJ on N@W forums).

StrykerJ has confirmed permissions from N@W mod to use their template as a 
basis for this FH SP modification.

Please make sure that the credit above is included on any release !

Original comment by djbar...@djbarney.org on 1 Apr 2011 at 12:15

GoogleCodeExporter commented 9 years ago

Original comment by djbar...@djbarney.org on 4 Apr 2011 at 10:29

GoogleCodeExporter commented 9 years ago

Original comment by djbar...@djbarney.org on 7 Feb 2012 at 8:52

GoogleCodeExporter commented 9 years ago
After some examination of ai internals my instincts tell me there is a much 
more elegant way of doing this. The solution by satnav was nice but it's a hack 
with all the issues that hacks have with them.

Original comment by djbar...@djbarney.org on 26 Feb 2012 at 9:15

GoogleCodeExporter commented 9 years ago
I wonder if one of the custom or special triggers could be used (that are in 
aibehaviours.con) that could be triggered by the activation of a smoke grenade, 
smoke shell and even other suppression techniques (bullets). I know when I'm in 
smoke I tend to want to get out of it. If the AI could be made to strongly 
avoid the smoke grenade (as they are supposed to do with normal grenades - run 
away) then they won't be targetting the player because they will be in avoid 
mode. This could mimick being blinded by the smoke quite well - and by using 
mechanisms already built in to bf2, no hacks ! The only thing that it would not 
mimick is using smoke to cover troop movements as bots at a distance would 
still see through the smoke, but that kind of extra feature may come in time.

Original comment by djbar...@djbarney.org on 2 Mar 2012 at 12:27

GoogleCodeExporter commented 9 years ago
A HUGE clue ... "[BFSP]Korben_Dallas> One of the BF2 patches added two AI new 
behaviors - Random & Triggerable - what are these?
[DICE]_Tobias_Karlsson> I don't know, to be honest. I think that these were 
added for special forces. I'm guessing that random is the teargased/flash 
banged behaviour." ... from "BFSP Live Chat with DICE Sweden, Full chat log 
here" - 
http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=4680&hl=Trigger
able+behavior

Can't believe I forgot about tear gas and flashbang.

Original comment by djbar...@djbarney.org on 2 Mar 2012 at 9:15

GoogleCodeExporter commented 9 years ago
Previous potential solution (comment 8) - abandoned ! That is only implemented 
in the Special Forces bf2.exe.

I was looking here - 
"mods\fh2\objects_vehicles_server.zip\Vehicles\Common\spawnable_effects\wrecksmo
ke_spawnable.con". The smoke has collision physics (set to 1) and a collision 
mesh. But I am unsure that has not been put in just to make the setup valid. 
Spawning multiple of these effects in an AI game would show if bot targetting 
is effected, but it all depends on how the collision mesh behaves.

Original comment by djbar...@djbarney.org on 4 Mar 2012 at 4:57

GoogleCodeExporter commented 9 years ago
Another ... "weaponTemplate.setFiresThroughTransparent 1" in 
"mods\fh2\objects_weapons_server.zip\Weapons\armament\Coaxial_mg_792\ai\Weapons.
ai". Don't know if I've ever encountered the tank (?) coaxial mg firing through 
smoke or not !

Original comment by djbar...@djbarney.org on 4 Mar 2012 at 5:14

GoogleCodeExporter commented 9 years ago
http://web.archive.org/web/20100209023754/http://bf2tech.org/index.php/Object_Re
ference#PhysicalObject

The following methods could be used to link a radius trigger to an object that 
makes smoke. A timer could remove the trigger when the smoke goes away. As yet 
it is not clear what property would be effected by the trigger but both vehicle 
and soldier properties can be accessed.

physicalObject.setPosition( (X, Y, Z) )

bf2.gameLogic.isAIGame()

isAIPlayer()

timer = bf2.Timer(timerEventHandler, delta, alwaysTrigger, data)

bf2.TriggerManager.TriggerManager 

This object is used to manage "triggers", which are events that are fired when 
a PCO enters a defined spherical or hemispherical volume surrounding an object.

bf2.triggerManager.createRadiusTrigger(object, callback, objName, radius, 
data=None)
    Creates a trigger that causes callback to be called if a player enters a spherical region of radius radius centered on object, passing data as an argument. 

Original comment by djbar...@djbarney.org on 23 Mar 2012 at 1:20