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Bot abilities/vulnerabilties, Is there a list somewhere?
Exoman
post Jun 15 2007, 03:56 PM
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Trying to find a list of what Bots can and can't do and also what hurts them or doesn't hurt them.

The reason for this is when you are making your mod and adding weapons or making maps etc.. there is little point adding smoke grenades if the bots can see you no problems anyway or adding long grass to hide in if they can see you anyway but you can't see them etc.... Can save you some time in design and ideas if you know not to bother making/modding a weapon, map or vehicle a certain way.

I have started a list but if anyone knows of an already made list..... There were lots of hits on a forum search for bot properties and found a collection of info but could not find a complete list for easy reference smile.gif
Please feel free to correct or add to the list if anyone wishes smile.gif


Bots can't do:
1) Climb ladders
2) Use grapple hooks
3) Repair assets (excluding bridges) - depends on AI Template for any destructable object
4) Guide TV missiles
5) Use Zip lines???

Bots can do (excluding all the obvious stuff, like shooting and flying etc...):
1) See through foliage/objects, but not through tree trunks (eg. if you are hiding in long grass - you will get shot). If you can shoot through the object, then bots can see and target you.
2) Target you through smoke grenades
3) Repair bridges
4) Will arty you "more often" outside of the navmesh (eg. on roof tops)
5) Defuse landmines
6) Intentionally suicide (eg. if they fall outside of the navmesh)
7) Use commander assets
8) Avoid being run over if not intent on killing the vehicle's occupants
9) Respond to most radio commands
10) Can be made to behave in differnet ways depending on AI Templates, eg. prone, iron sight use, kit selection etc..

Bots are not affected by these:
1) Smoke grenades
2) Flash grenades (still in debate)
3) Tear gas
4) Ammo running out - will auto generate and/or will call for support teammate

This post has been edited by Exoman: Jun 16 2007, 06:47 AM
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spartan117gw
post Jun 15 2007, 05:56 PM
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they will run out of bullets. and flash bangs do affect them.


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korben_dallas
post Jun 15 2007, 06:03 PM
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That's a pretty good list, you've been doing your homework. smile.gif

The only one I don't see right off is - Bots can defuse landmines.

3) repair assets - This may be possible for any destructible object, depending on the aitemplate

1) see through foliage - This depends on if the foliage is solid. If you cannot shoot through the foliage, then bots can't see you through it.

2) flash grenades - I heard that in SF, bots will act randomly if hit by flash nades. I don't have SF, so I cannot confirm that.

4) ammo - Bots regenerate their own ammo, so if they did run out, they'd have it back pretty soon, and I believe they can call for ammo from a teammate.

The fireandforget weapontemplate property, unused NavalAmour type, and target any aitemplate possibility open up some big opportunities for BF2142 bots that are impossible for BF2 bots.


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k30dxedle
post Jun 15 2007, 06:35 PM
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removed for stupidity

This post has been edited by k30dxedle: Jul 22 2010, 10:05 AM
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Painful_Cheese
post Jun 15 2007, 06:45 PM
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Yes bots are affected by flash grenades, I think they just start firing in the direction of where the flash grenade went off for a few seconds.

And bots do use the stationary TOW missiles.

This post has been edited by Painful_Cheese: Jun 15 2007, 06:45 PM


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k30dxedle
post Jun 15 2007, 06:51 PM
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Strange. I've never seen one in one or firing with it.

...come to think of it, they even only get in the stationary AA to shoot at me.
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imtheheadhunter
post Jun 15 2007, 06:51 PM
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QUOTE(k30dxedle @ Jun 15 2007, 08:35 PM) [snapback]77970[/snapback]

Bots might be able to do, not sure:
Compensate for bullet drop on grenade launchers/RPG-7/tank shells
Respond to some radio commands (occasionally)
Use sights on handheld weapons


they will compensate for bullet drop, respond to most radio comands(the "requesting help" one is the only one i can think of that they wont), and use the iron sites on hand held weapns.

QUOTE
Yes bots are affected by flash grenades,


then why were they NOT effected when i threw 2 flashbangs right at the feet of a bot? huh.gif ive thrown plenty of flashbangs at bots, not once did they do anything that would show that they were effected.


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spartan117gw
post Jun 15 2007, 07:06 PM
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oh bots will go prone. increase thier firing temp and they rarely but do(iv seen assault infantry drop and shoots)


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korben_dallas
post Jun 15 2007, 09:20 PM
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The tree-crashing may be due to the density of the heightmap creation. Clive found out that in the Editor, you can specify 64 as an argument, and the heightmap will take several minutes to generate, but be much more accurate.

PowerPoker said bots are explicity programmed to avoid friendlies in their line of fire. However, the battlefield is a busy place, and that particular bot doing the shooting may not get his plan updated soon enough, or the friendly in question moved in front of the LoF too quickly.

Bots can and do suicide. The 1.3 patch screwed this up royally, and we revolted, and it was fixed in 1.4 patch. Any bot off the navmesh will suicide. And stuck bots, after a length of time, will suicide.

The SAI does select kits according to the situation, as well as whether to have ground soldiers or vehicles, but it is a balancing act, so is much more subtle than an all-human squad would perform.

Bots will go prone only if that specific ai weapontemplate has prone as the desired firing position, and the bot is at the optimalrange.


I'm unsure why you guys think bots would need to use iron sights? Bots don't aim based on sight. I'd like to see a screenshot of a bot using ironsights. Until then, I remain a skeptic.


QUOTE(k30dxedle @ Jun 15 2007, 07:35 PM) [snapback]77970[/snapback]

Bots can't do:
Avoid crashing into trees in aircraft, as they are not part of the heightmap
Apparently, detect friendlies in their line of fire
"Intentionally" suicide (i.e. what a human would do with the "suicide" button)
Select kits according to situation
Jump on top of things for the purpose on getting on top of them

Bots can do:
Use radio commands
Use commander assets
Evasive action if in airplane
Avoid being run over if not intent on killing vehicle's occupants

Bots need to do:
Take a driver's ed course

Bots might be able to do, not sure:
Compensate for bullet drop on grenade launchers/RPG-7/tank shells
Respond to some radio commands (occasionally)
Use sights on handheld weapons

Bots refuse to do:
Go prone, unless sniper/support with target in sights



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SatNav
post Jun 15 2007, 11:59 PM
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QUOTE(korben_dallas @ Jun 16 2007, 03:20 PM) [snapback]77989[/snapback]

I'm unsure why you guys think bots would need to use iron sights? Bots don't aim based on sight. I'd like to see a screenshot of a bot using ironsights. Until then, I remain a skeptic.

i've seen bots use the zoom(3p zoom animation) in battle recorder.i first noticed this when testing the javelin then again testing sniper rifles.tho bots have no need for zoom maybe its because it is a trigger for them to use.
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imtheheadhunter
post Jun 16 2007, 12:04 AM
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QUOTE(SatNav @ Jun 16 2007, 01:59 AM) [snapback]78010[/snapback]

tho bots have no need for zoom


zooming in does give players a bit more accuracy, maybe it does the same for bots too?


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Exoman
post Jun 16 2007, 06:43 AM
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Thanks all for contributing smile.gif

I have updated the list somewhat.

I hadn't even thought about some of the stuff you guys are presenting smile.gif
It appears that AI templates play a big role in determing bot characteristics and therefore this list could potentially never end wink.gif
So probably should make the list, the most common things that affect the game.

For example:
A bot will suicide outside of a navmesh on all maps and mods.

A bot going prone or using iron sights may just be a visual effect and/or have only a minor impact to gameplay which would be tweaked by the modder anyway in the Ai template.

Thanks again.
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BlackCats
post Jun 16 2007, 07:13 AM
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bigthumb.gif Thanks, impressive and interesting list!

Just curious: Is it not possible, to "define" new AI behaviour in BF? So asked, can we "only" use the "definitions" which are already in-game and tweak and/or "misuse" (in terms of achieving a new behaviour) them towards our expectations?
What are the limitations / restrictions here? (i am so curious, because i have read Kys writing here, where he says it is not possible (hmm, by default ?) but Clive did some cool AI additions) blink.gif huh.gif

This post has been edited by BlackCats: Jun 16 2007, 07:54 AM


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k30dxedle
post Jun 16 2007, 08:12 AM
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Another one (even though most of the ones I posted previously were wrong):

Bots can do:
Use smoke on armored vehicles and flares on aircraft
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BlackCats
post Jun 16 2007, 08:22 AM
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Bots can:
- use the ejector seat / eject in aircrafts (jets, helis)


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