Ravenfield

Ravenfield

Not a Martyr
93 Comments
Rook Queen  [author] 9 Sep @ 9:11pm 
@PhantomBravo Uh huh, okay that’s weird because the bandaid fix completely ignores squads that have vehicles assigned to them. I’ll look into it tysm!!
PhantomBravo 9 Sep @ 11:40am 
Unfortunately, I am still noticing vehicles with abandonment issues, such as pilots bailing from helicopters in midair or crews abandoning AFVs that are still mostly intact. This seems to occur most commonly with transport vehicles. Could you confirm that the fix is working as intended?
Rook Queen  [author] 8 Sep @ 6:01am 
Tysm! :cactusrum:
PhantomBravo 7 Sep @ 12:53pm 
Well done.
Rook Queen  [author] 6 Sep @ 9:10pm 
(this is a bandaid fix. I basically made squad in vehicle ignore that their teammate(s) has/have sustained damage. This is fine because vehicles don't need to move around to engage hostiles. Also, vehicle logics are pretty buggy to begin with.
Rook Queen  [author] 6 Sep @ 9:08pm 
Hotfix: fix for vehicle abandonment. They should work fine now
Rook Queen  [author] 5 Sep @ 7:45pm 
None of my code touches vehicles though, which is pretty interesting.
Rook Queen  [author] 5 Sep @ 7:43pm 
Ahh yes that behavior is also present in the early build of Chopper Hot Deploy (my other mod)... I think it has to do with SquadVehicle and ExitVehicle() :greenfruit: I'll see what I can do with that
PhantomBravo 5 Sep @ 7:32pm 
I observed a scenario in which a pilot of a bomber was waiting for his WSO (this is V+) to enter the vehicle. The pilot was already in the aircraft waiting for his partner bot to join him in the vehicle when the WSO sustained injury. The pilot then proceeded to dismount and abandon the aircraft on the tarmac. What’s interesting is that the pilot bot re-entered the plane momentarily before abandoning it again almost instantly. I would presume that the leader of a vehicle squad is always the driver/pilot. Hopefully this observation can help with figuring what’s going on.
Rook Queen  [author] 5 Sep @ 9:03am 
@PhantomBravo Regarding the first message, that does make sense! In certain cases, it would work fine, but without knowing what's going on under the hood, it's hard to code in the correct behavior. Right now it's a 50/50. It might be related to whether or not the squad leader is in the vehicle. I will check it when I have free time. For the health configuration, it measures the percentage of HP for each individual bot.
PhantomBravo 3 Sep @ 4:19pm 
Also, do the health configuration settings measure the percentage of HP for each individual bot, or does it measure the total percentage of HP for an entire squad?
PhantomBravo 3 Sep @ 4:17pm 
If this is the case, then a simple solution could be to simply check if the squad has a claim on a vehicle/if any members is in a vehicle, and if so, cancel the triggering of any retreat behavior, so that retreating only applies to squads on foot.
I'm not certain if the same applies to charging squads as well, but it may be worth checking that too. Thanks.
PhantomBravo 3 Sep @ 4:17pm 
I have noticed that at times a squad of bots will abandon a perfectly good vehicle (one that is mostly intact and not stuck on terrain). I speculate that the reason this happens is because when a squad collectively decides to retreat after taking damage, they receive a new order, and this causes all members of a squad to drop whatever they are doing to fulfill that order, which includes abandoning vehicles. And since bots cannot crew vehicles that have already left its initial spawn area, that vehicle just gets wasted. I imagine this is likely to occur the most in vehicles with exposed occupants (like the Razorback jeep) or when a large squad is in the middle of loading into a vehicle, with some members still in the open and exposed to damage.
Rook Queen  [author] 10 Aug @ 10:34pm 
@omnicid4I Thank you so much! I drew it in Microsoft paint XD
omnicid4l 8 Aug @ 10:40am 
yo why is the icon lowkey hot tho
Rook Queen  [author] 8 Jun @ 9:38am 
@Panzerzwerg Yes it is at least from what I've seen since I also use HavenM (goated mod!!!)
Panzerzwerg 31 May @ 11:58am 
Is this compatible with havenm?
Maki 16 May @ 5:38am 
anyone recommend the a good/realistic setting
Wolffe Commander 28 Apr @ 9:24pm 
This does not work with gore2 mod, bot bodies despawn almost immediately which works against one of gore2's features. is it possible for a fix?
Rook Queen  [author] 17 Apr @ 11:39pm 
@SpaceSI, Ut Thank you^^
Rook Queen  [author] 17 Apr @ 11:36pm 
Hotfix: Potential fix for squad order frozen. This is hard to debug so I'll put it on a watchlist
SpaceSl,Ut 13 Apr @ 2:07am 
Super cool idea, not sure how well it works but I've been using it for like 2 months straight. More stuff like this.
Rook Queen  [author] 13 Apr @ 12:17am 
@Loaf Continuing my previous statements, I will add a toggle to disable squad charge. That can make it a bit less unrealistic, though.
Rook Queen  [author] 13 Apr @ 12:16am 
@TheVeritasAlliance When hurt, the subject will retreat or charge depending on the percentage, yes. The squad members will attack if the aggressor is an infantryman.
Rook Queen  [author] 13 Apr @ 12:15am 
@Loaf There are some problems with reassigning tasks on the game's logic. For what it's worth, the current behavior of this mod is to wipe the current squad order. Sometimes, the game doesn't reassign squad order for whatever reason. I will investigate into this but rn I'm a bit busy. :)
TheVeritasAlliance 7 Apr @ 9:36pm 
I was intending to use this in a config were the teams are more susceptible to rounting, will putting the percentage at 100% prevent charges and cause them to retreat whey are hurt. Ohh and does the squad members also retread after one of them gets killed/injured/damaged in general?
Loaf 29 Mar @ 2:24am 
Unsure if it's an incompatibility issue on my end, but I'm still getting the issue where bots just sit in a spot instead of attacking after a while, causing matches to slow down to a complete crawl. Suspect it may be due to this mod?

Gotta say, I love the concept though.
JediEdi1 1 Mar @ 12:11pm 
Pretty sure this breaks LeMieux's Gore 2's baking. I tried with only these two mutators enabled. A bot can die, respawn after 10 seconds with the bake timer being 4 seconds and the despawn timer cranked up. This means dead bodies should not despawn at all. But a bot's corpse consistently disappears as soon as they respawn.
Rook Queen  [author] 27 Feb @ 7:56pm 
@bullseye the foxy boy I think it was Soldier 11
Rook Queen  [author] 27 Feb @ 7:55pm 
@condotier It should be compatible with HavenM since my mod only adds a fear factor in the AI.
king rocksworth 27 Feb @ 5:46pm 
what is the skin mod used in the first video?
condotier 27 Feb @ 12:04am 
hi, is that compatible with haven mod?
ive been struggling with ai behaviour as they act like they're blind unless you get 5 meters in front of them so im really curious about what's the issue
Rook Queen  [author] 18 Feb @ 10:09pm 
Thank you!!!
blockagaming20 17 Feb @ 9:12pm 
Love the mod, works perfect for me!
Rook Queen  [author] 11 Feb @ 5:40am 
*removed the option aggressive squad. squads are now aggressive by default
Rook Queen  [author] 11 Feb @ 5:40am 
UPDATE: Sorry about the earlier update. It turns out that deep cloning in moonscript (unity embedded lua) isn't really deep cloning at all, so orders got into race condition. I fixed this by not cloning orders at all. This means squad coordination is back. I removed aggressive squad since the majority of you like them aggressive :)
Rook Queen  [author] 10 Feb @ 7:54pm 
Update: removed squad order override since it introduced too many eccentric behaviors. Don't worry too much because enabled or not the squad will pick up the signal that one of the teammates has been injured. ^^
Rook Queen  [author] 10 Feb @ 7:23pm 
I'm going to remove squad order override since in late game most of the squads would spawn to attack, but after the override they don't receive orders anymore for some reason.
Rook Queen  [author] 31 Dec, 2024 @ 8:09am 
@Panchuet Sure, I will change them when I have time :)
Panchuet 30 Dec, 2024 @ 8:33pm 
how about using floats instead of ranges for the config values? ranges can be somewhat limiting, whereas floats would provide users with greater control
Timoruz 29 Dec, 2024 @ 9:01am 
Hmm, the slow issue could be fixed by triggering countermeasures since most tank mods deploy smoke.
Rook Queen  [author] 27 Dec, 2024 @ 2:49am 
@B.P.Emma haha glad you are finding the sweaty ones heh
EmmiCake 27 Dec, 2024 @ 2:45am 
i just had a guy rush me, throw like 6 ammo boxes and then sprint away directly through a wall. i love this 🌸
Rook Queen  [author] 26 Dec, 2024 @ 4:12am 
@Timoruz Ah I experimented with vehicle before, but they move way too slow after being hit. I'd need to add additional proximity suppression behavior override to npcs, but the performance hit would be high unless there are some obscure API utilities I haven't heard of.
Timoruz 24 Dec, 2024 @ 9:04am 
Would it be possible to apply this to vehicles as well? Maybe some way for transports to avoid tank fire?
Rook Queen  [author] 18 Dec, 2024 @ 8:21pm 
Hotfix: Removed charging knock-over as it is deemed exaggerated and unnecessary
Rook Queen  [author] 18 Dec, 2024 @ 8:18pm 
@Uberalles23513 This mutator only modifies the bot's goal behavior so it should be compatible with them
Uberalles23513 18 Dec, 2024 @ 6:02pm 
is this compatible with the better bot targetting? or the bot skills mutator?
Rook Queen  [author] 18 Dec, 2024 @ 12:53am 
They can also aimbot you sometimes when they are in that configuration, so prolly game-accurate for online PvPs lol
Rook Queen  [author] 18 Dec, 2024 @ 12:53am 
@SIELLA7 Oh that's mostly the game's internal AI behavior clashing with our newly-assigned behavior of the bot. Sometimes the game overrides the behavior after unclaiming the AI controller, which I think it is a bit funny, but still okay-ish to work with.