Overgrowth
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Dynamic AI Aggression
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Marcadores: Script, Combat, AI
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23/dez./2017 às 12:08
25/dez./2023 às 22:23
39 notas de atualização (ver)

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Dynamic AI Aggression

Descrição
AI will now adjust their combat aggression based on how they are performing. Aggression will affect their engagement distance, defense, and attack frequency. New AI logic to group fighting, throwing weapons and jump kicking. This will increase game difficulty.

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Features:
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-Rabbits will throw their knife when they have low health
-AI will counter jump kicks by throwing their weapons
-Breakdown AI weapon defenses by applying pressure and surviving counter attacks
-Unarmed AI may focus on dodge disarming when facing an armed opponent
-Dogs are slightly more aggressive and rats are slightly more defensive
-Allowed certain dogs on the level to throw their weapon at a distant targets (In vanilla they will throw their weapons all the time)
-Rats will throw their weapon if their target isn't focused on them during a group fight
-AI may go into high aggression when at low health
-AI's with knives will have a small moment of being stunned when their attack is dodged. Giving a window of opportunity to counter and to prevent a vanilla bug where the AI was able to attack with the knife twice instantly right after dodging or doing a judo throw
-AI aggression parameter at 40-60 will use the mod's default dynamic aggression

Changed how AI will engage a outnumbered opponent:
*AI will keep their distance and surround their target if it is currently attacking another enemy but will still attack when too close
*AI that are waiting will have a random set amount of time before they will move close and attack. This timer can be reset partially if they are engaged or fully if they are knocked down
*Waiting for AI to attack you or playing defensively will result in AI attacking at the same time
*NPCs that have their aggression parameter set to 70+ will ignore this feature and will attack when possible

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JUMP KICKS:
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Requires "Bloody Combat" (or the reduced version) or the "Balanced Jump Kicks" mods installed for this to work.

That mod includes the edit to the main file that allows AI jump kicking. This is done so mods that edit the aschar will still work with this mod, just without the jumpkick feature)

AI Jump Kick Features:
-Chance that certain rabbits on the level are allowed to do jump kicks. They will make a sound when ready to do so.
-Rabbits will jump kick when hurt or in a group fight
-Rabbits will throw their weapon while the air at close range
-AI will not jump at armed targets and will go on cooldown after the jump kick attempt
-With "Balanced Jump Kicks" all the AI rabbits are allowed to jump kick instead of a limited number

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Change Log
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1.5
-AI's with knives will have a small moment of being stunned when their attack is dodged. Giving a window of opportunity to counter and to prevent a vanilla bug where the AI was able to attack with the knife twice instantly right after dodging or doing a judo throw
-Fixed some math errors for AI throwing chance for dogs and jump targets
-Increased number of rabbits allowed to jumpkick per level from 30% to 50%
-Minor tweak to rabbit and rat minimal knife throw distance

1.4.3
-Fixed rat AI from throwing weapons only at extreme close range. They will need to be a bit further back to consider throwing weapons
-Slightly increased rat aggression
-Slightly increased minimal distance that rabbits will throw their knife

1.4.2
-Fixed AI not attacking while looking at dead bodies
-AI will now be aggressive in a group fight if their target knocked down their current focused target
-Fixed AI stuck in dodge and attack state resulting in AI standing around doing nothing until attacked
-Other minor bug fixes

1.4.1
-Overall group fighting aggression bug fixes and changes
-AI Patients reduced the longer it is waiting while group fighting without contact resulting in more simultaneous attacks. Unless engaged by the player

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_The rest of the change logs are in the Change Notes tab on this page_

Open to suggestions!
Feel free to edit this and use the scripts for your maps or your own mods

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EDITING
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If you want to modify the mod to have more species or modded characters throw weapons or jump. you will need to change
species == _rabbit
species == _dog
species == _rat

when its under either those two functions:
bool WantsToJump()
bool WantsToThrowItem()

for example you can remove the "species == _rabbit" under "bool WantsToThrowItem()" to have every character throw a knife

or

remove the "species == _rabbit" under "WantsToJump()" to have every character jump when allowed to do so in combat
87 comentário(s)
DarkX5 17 de jan. às 14:48 
make it so the NPCs give up/drop their weapons whenever the player is on the highest point of the map
just a chill ****** 25/nov./2024 às 3:39 
How do i make them more aggressive?
kcaj 30/mar./2024 às 12:02 
can you make it so they can throw and dropkick regardless of species
BakaKemono  [autor(a)] 25/dez./2023 às 22:27 
No problem and one more update for the year:

1.5
-AI's with knives will have a small moment of being stunned when their attack is dodged. Giving a window of opportunity to counter and to prevent a vanilla bug where the AI was able to attack with the knife twice instantly right after dodging or doing a judo throw
-Fixed some math errors for AI throwing chance for dogs and jump targets
-Increased number of rabbits allowed to jumpkick per level from 30% to 50%
-Minor tweak to rabbit and rat minimal knife throw distance
Geobeetle 24/dez./2023 às 15:04 
No worries, I'm just glad you've put the time in at all! Thanks!
BakaKemono  [autor(a)] 24/dez./2023 às 14:26 
Sorry it took a while but is now updated:

1.4.3
-Fixed rat AI from throwing weapons only at extreme close range. They will need to be a bit further back to consider throwing weapons
-Slightly increased rat aggression
-Slightly increased distance that rabbits will throw their knife
Geobeetle 14/out./2023 às 9:35 
Thank you very much sir. Great mod btw it's what's making me keep trying to beat expert campaign with it still on!
BakaKemono  [autor(a)] 12/out./2023 às 18:15 
I can take a look at it for rats and rabbits and see if distance can be adjusted
Geobeetle 9/out./2023 às 21:59 
You might need to take a look at the rat throwing opportunity coding again though, they throw when they run up to you right in your face killing you instantly with no warning quite often actually. and maybe also add a minimum time out of combat as well because they kill you instantly the second you turn away sometimes as well. This might also add a strategy where you juggle between rat opponents to stop them from going into ranged mode. More fun then dying instantly imo.
Geobeetle 9/out./2023 às 21:47 
YOO nevermind I did it finally the timing is super tight though