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They changed AI all the time. It is really difficult to keep up with what they change since they don't actually put documentation for the AI. I'm really occupied until next year. If they really make some configs useless then nothing I can really do about it.
for the DefaultBotSkillConfig you can find it in the mod tool. If you don't want to use the mod tool, you will have to unpack the pak files of your game.
For the ISMCmod, you will have to download the ISMCmod and unpack all the pak files to find the path.
I'm also not sure what you mean by json file. There's no json file in my mod. There are all uasset and can only be packed and compiled using the mod tool. The mod tool also updated for 1.11 version. If you compile it, you will only get version 1.11
bFindcover will stay broken even you use the old version. Because after 1.11 update we can't seem to override the bot movement anymore.
I haven't looked at it after the hotfix because I'm really occupied. We might be able to fix it in the future or another workaround.
The distance is in unreal unit.
The rest is pretty much self-explanatory. They are all multiplier.
Zerotime is pretty much moving back to where they suppose to aim.
Bloatbox is like strike box in baseball.
Example bloatbox with x = 50 and y = 50
That's mean a square with a width and height of 50
BloatBoxMultiplierEasy = 1.25
x * 1.25 and y * 1.25
That will make the bloatbox bigger.
I wouldn't change the weapon configs unless you know what you doing
Here is a pastebin with a really tough difficulty
There's no way to explain how all these configs worked. I pulled them from BotSkillConfig originally from the game and also in the mod tool. Only NWI knows how these work. This mod only makes those configurable. To figure how it works can only be trials and errors.
Anything that isn't part of BotSkillConfigs like the custom bot behavior and bot names, I made those myself which I can give you an explanation of how those work.
Another thing is that using the min and max, the bot will respawn. Like your max is 30 bots but somehow a single checkpoint you get like 50 bots because they respawn. But using the bSoloGame with the SoloEnemies, they don't respawn at all.
This just change the SoloEnemies to use Min/Max. The vanilla scaling only works if you aren't using bBots/bSoloGame. It is just some server owners want to have FriendlyBot and which requires bBots/bSoloGame to be enabled to have friendly bots.
Will have to take a look at it when I have time. Probably the update changed something related to it.
It's not related to cosmetics at all. The BotSkillCfgAssets is basically for people to put the path in to modify the BotSkillCfg file. The default one is the one that people use if they not changing the BotSkillCfg file or creating their own BotSkillCfg file. The ISMC mod has its own BotSkillCfg file that is used in their theater to change how the bot behaves instead of using the default game bot behavior. Therefore, to change the ISMC bot behavior, you will have to link the BotSkillCfg file path that ISMC made.
I'm not sure if ISMC changed the botskillcfg path in their mod. If they did then you will have to find the new path to get this mod working with ISMC.
For the close range, if they stare at you too long, you can reduce the AttackDelayClose.
The default for AttackDelayClose is 0.2 seconds.
It should work. This only config change for SoloEnemies.
bFindCover is broken completely because it seems as we can no longer make the bot move to a specific location since the new update, due to the official bot behaviors overriding all the movement. Unless we remove some official bot behaviors that are related to the movement like MoveToObjective, Wandering, FleeGrenade, Pursue, etc... If we remove them, we will lose those bot behaviors which is essential to the bot themselves.
If you are playing on a server that using it, it will automatically download when u join that server regardless of whether you subscribed or not. The server will have to remove the mod id.
If you are not playing on a server that running it, all you have to do is just unsubscribe and delete the mod as you said and then you have to close the game and steam and restart the game. It should be removed.
we don't use bBots anymore
We use bSoloGame=True
You can put it in your start-up parameter ?bSoloGame=1
I guess so. I don't really know myself. I pull that from the mod tool.
That was to show up at the beginning of their name right?
You can put that manually in each of the names
Shoot2Skoot If not working then put it in your startup parameter
Bacon1636367439 It's in the mod tool. You actually have to go through there. NWI has the admin guide though which contains these settings.
Have you tried enabling bSoloGame=True and FriendlyBotQuota=8 in your INSCoopMode?
For sure that will spawn friendly bots because I tested it myself.
I have no idea how much value per meter but all distance is based on unreal unit.
You can try to enable location overlay in your settings > game and you will see your current location top left corner when you are in a game.
When you move, you will see that change. Using that, you will be able to calculate the distance using your previous location and your new location. There are some 3D distance calculators online, you can use that to calculate the distance for you.
Xanamu I don't know about bot running zig-zag. I don't change the bot movement unless you are using the bFindCover (custom bot behavior I made). You can disable that. Other than that, the bot movement is from the base game.
For the bot that kills as soon as you look around the corners, you can definitely change the configs for that. Change the accuracy and attack delay.
You can take a look at these configs:
The values in this config are already lowered but you can definitely lower it more and mess around with it to suit what you want.
Added in version 2.8.0
The configs you see here are the default values. You are not supposed to copy all of them.
Only the one you want to change.
I'm just showing all the available configs here so the server owner can tweak them to suit the style they want for their community server.
The default values are good enough for the normal difficulty. There aren't configs that actually suit everyone. Some people want the bot to snapshot them from far away to make the game more challenging but some don't. That's why I have the configs for them to tweak the way they want.
bBotHasInfiniteAmmo is a config in the official game
I can try and see if I can change the bot mag count
That from the official configs
Take a look at the admin guide Insurgencysandstorm.mod.io
Search for InitialSupply
OMG didn't even see that
It's not the configs fault
It's in the mod itself
Now I have to fix it
That's a typo when I made it in the mod. It's not a typo in the configs because I copied the variable name exactly.
I will fix it in the next update.
if you can't tell the change then try to change these configs
Then play a game and see if the bot shoots u from really far and have their accuracy better.
Also, make sure your AIDifficulty is 1.0
The vehicle insertion is crashing players in the beginning on a 32 players checkpoint map
Please elaborate what the MinimumBotsPerCompletedObjective and MaximumBotsPerCompletedObjective do?
You have to change the MaximumEnemies value
I don't know how the Min angle and the max angle work. I think it's some FOV.
The suppression and morale are 2 different things. The morale is something NWI creates to use for the bot behaviors I think. The find cover behavior using the morale is something I made. The same for the cover suppression is also made by NWI to works with the bot behavior. As you can see there are a lot of bot behaviors. For example, BotBehavior_Retreat behavior, for sure that will work with the morale. Can't really tell which behavior will use them which will not. Modders don't have access to the source code file.
For the prone and drop shooting, that has to do with suppression. Whenever you miss your shot or not, they will get some suppression. When they reach some amount of suppression they will go prone. I'm not sure which bot behaviors use them. All you can do is try to mess around with the cover suppression.
The NoSmoking mod is just editing the player class and squad to remove anything that has to do with smokes. You can prevent AI from throwing smoke by removing the BotBehavior_ThrowSmokeGrenade behavior. But for players, you will have to mod the player class and squad. It will have a conflict with other mods that editing the player class and squad too like ISMC.
The AISenseConfig you mentioned is part of UE4. The AutoSuccessRangeFromLastSeenLocation will just make the bot able to detect the player 100% with a distance of x amount since the last location the player is seen. Enable it will have the bot try to shoot the player through the wall within that x amount since the last location (like suppression) and the bot will try to chase the player. Because the player still counts as detected within that x value. The -1 value will disable it and will keep making the bot lost the vision of the player. Let say the bot spotted you and then u run behind the wall then the bot lost vision of you and can't detect you then the bot will just retreat or stand still waiting for the next action. For realism, you can try to disable it but if you want the bot to be able to detect players through the wall or obstruct objects and target them then I would have it as 500.
You can find my Paypal in my profile. Just click on my name and you will see it in the status.
BotSkillCfg is basically everything for AI settings. It's best to mess around the configurations to fit your play style.
To disable BotSkillCfg for friendly AI and use the default game.
It possible to make the ImprovedAI assets not affect the friendly AI. But if you are using custom botskillcfg assets then it's not possible.
And I don't think it is possible to toggle ImproveAI without restarting the server because the game.ini is reload every map change.
Think of it as AIModule is the box. Then inside the box we have another box and that's the BotSkillCfg
We don't how the hearing or vision works exactly for the BotSkillCfg. It is hardcoded into the game. I can't even explain to you 100% because I'm just assuming and guessing how it works.
The only thing I know is that these are the config for you to change it. If my guess is right, these configs are used in the bot behaviors section.
You really want the bot to shoot you like 300m or so. You have 2 choices. Either mess with the configs until you figure out what it does or make your own bot behaviors using the mod tool.
They are all in game.ini
The AIModule is from UE4. The BotSkillCfg is more like some configurations for the sandstorm bot that runs under AIModule. You still have to mess around the configs for both of them to suit your gameplay style.
No, bot names are random to every bot
measurements for distance is in unreal units
If you want them to able to snipe you like 500m then you have to look at the Hearing, Vision, and Reactions for specific stance configs.
Also don't forget about the AIModule
No. Keep it as how it is
Add these to config see if it works
You just put the whole thing in asset. Including the StaticMesh
Then use Configs to spawn it
It still working
No need to update
Are you changing the ValidBehaviors in your game.ini? If so then remove that line in your game.ini and use the default. I just pushed an update to it. This can be easily fixed by changing the bot behaviors.
There is a bot behavior that follow squad leader. Squad leader is defined by the commander class. If you want bot to follow other players instead of the commander class only, then you will have to use the mod tool and create your own bot behavior.
I don't know what friendly ai problem you are having. Its working fine on my end. You should mess around with the configs to see what exactly causing the problem but it sound like a bot behavior that it keep following the squad leader instead of going to the objective.
The semicolon is for the comment. I put ;Index 0 and ;Index 1 as a comment for people to know that the asset order is start from 0 and so on. The asset index is base on the asset order.
Unfortunately, I don't have a list of assets for people to use. The list is too big to put here. The only way to get it, it's through the SDK.
It affect all AI whenever its friendly or not
AIDifficulty has nothing to do with this
I have no idea what AIDifficulty does because it hardcoded
The difficulty is all depend on how you configure the configs in here
everything is under [/ImprovedAI/Mutators/ImprovedAI.ImprovedAI_C]
If you are running with ISMC mod then it will not work
You should also take a look at WeaponCategoryConfigs for the accuracy
Take a look at this guide
Skip the map mod part because you don't need that
You just have to put the mutator name in it and setup the game.ini
Trying to fix it
It seem like NWI changed the scoreboard widget
Remove blink behavior. I totally forgot to remove that for the default
If it still causing a problem then its the map or your other mod
ISMC has its own AI mod integrated with it. It will not work with this mod until they remove that AI mod.
BotBehavior_FireRocket doesn't change their loadout.
It a behavior that they will fire a rocket or not (Only if they have a rocket in their loadout).
If you want to change the loadout you will have to take a look at some mod that changes the theater or you can make your own theater mod.
Check if the mutator loaded in the scoreboard screen (At the top of the map). If it loaded and you are not using any other AI mutator then my only guess is bots are no longer use those configs.
The min max for BotSkillCfg? I don't even know the min and max for it because those are from the game itself. I didn't make those. If you are talking about the custom bot behavior I made then the min and max already in there.
If you have other AI configs in your game.ini like AIModule then no
Just a repack
You should disable bForceAimAtClosestTarget. That is just a custom behavior I made to snap aim at anyone that is closer. You should also mess around with the default AIDifficulty from the base game. Don't forget to take a look at the vision section configuration too.
Each value in there is something else. The zero time is the amount of time to zero in the target. By multiplying the zero time will increase the amount of time to zero in the target. If you don't know what is zeroing then should google up what is scope zeroing.
The bloatbox is basically like strike zone for baseball. The bot will only shoot everything in that box. The bigger the bloat box is the bigger the area that the bot has to shoot. The bot will shoot randomly in that area. It is not a guarantee that the bot will be 100% hit on the target. The smaller the bloatbox is the less random area they have to shoot, which will also increase their accuracy since the hit area is smaller. However, if the bloatbox too small, the bot will have a problem trying to recognize the target. The target has to be within the bloatbox in order for the bot to recognize them and shoot them.
If you are talking about the bot difficulty then it has nothing to do with this mod. There is AIDifficulty config from the base game.
Delete your mod folder on the server and have them redownload them
Are you using bBots? If you not using bBots then don't use this.
You also have to set the MinimumEnemies and MaximumEnemies.
Please read the description.
Setting maxplayers has nothing to do with scaling the amount of bot. That's only for the amount of players in-game. The amount of bot spawn is base on MaxPlayersToScaleEnemyCount, MinimumEnemies, and MaximumEnemies.
Make sure you not making any typos.
its working. I just tested it myself. Just make sure the mutator's name is correct.
The weapon they use is random but you can give them specific weapon by creating ur own theater mod. Then you set the weapon they are going to use base on the specific class.
Not sure but you can try to give them infinite ammo in the BotSkillCfg misc section.
There no way to stop the enemy bot from recap the point. You will lose the moment they recap the point with no bots or anyone on the checkpoint during the counter-attack. That's part of the gamemode unless you want to make your own custom gamemode.
You can try workaround like extend the counter attack time or remove the counter attack.
The bLoseWhenWholeTeamDead is only for when you try to get the point with alive friendly bot and waves left then you won't lose.
It is fixed.
It seems like the server console count as another player. I wasn't able to find any issue in my editor.
It should be fixed now
There is no option for that. I might able to make it though when I have time.
Scale enemy bots base on players or players + friendly bots, for people that play with bBots enabled.
I'm not sure about the AI perception settings from UE4 but BotSkillCfg is part of the base game. You have to know the difference between the base game and the UE4 core. If they use the AI perception settings from UE4 then you can configure the AI perception but it will not remove the BotSkillCfg at all. It will just be an extra setting that runs along with BotSkillCfg. Sandstorm has its own AI system and BotSkillCfg is part of it. You cannot remove the BotSkillCfg. Regardless if you use it not, it will still run the default value without this mod. It just this mod just lets you customize your configuration for BotSkillCfg from the base game in the game.ini file instead of relying on someone BotSkillCfg in their theater mod.
Anything in the BotSkillCfg is base game. If you talking about the UE4 ai perception, I don't think NWI uses them.
Whatever you change, the BotSkillCfg will always run because all AI in sandstorm use it and its part of the base game.
It is in the description the website link
A lot of stuff is broken and it needs fix
If you are using my custom bot behavior then they will spot u 360 degrees and regardless of the distance. You can disable that in the configs and just use the base game BotSkillCfg.
If you already disabled my custom bot behaviors and you are using the BotSkillCfg, then you probably have to mess around with the BotSkillCfg settings more. If you did that and bot is still doing it then I can't really help you. That probably part of the game.
You have to install the mod on your server first.
Take a look at the mod category in the admin guide Insurgencysandstorm.mod.io
After you got the mod download and working, all you have to do is add the mod mutator in your startup parameter and do the config of the mod in the game.ini file.
For my custom bot behavior then no. They will shoot at you 360 degree.
But for the BotSkillCfg then you will have to mess around the Weapon Config and changing the bloatbox. I don't have the exact answer for that because it from the base game.
It removes all ur theater mods and replace it with mine.
And this is for my server so its not really for public use. It just I have to upload it here to have it running in my server.
This is something else
It will not work for non-rcon. The "_DiscordTag_" is made for rcon say.
Also, we will not able to customize and add additional tags due to client-side HUD. Like whatever you change in the server, it will not affect the client-side HUD at all. So adding additional tags in the server config will not appear in the client-side HUD at all. Not unless you make your own custom gamemode and that will not be friendly with the existing maps. The mapper will have to add the gamemode in their maps itself.
The configs I have for the mutator like allow emoji or admin text color only. Those are config to make the game appear different HUD. It's not changing the stuff in the HUD itself. If you want another tag, I will have to make another HUD myself. If you want customization, then custom gamemode is required and it will not work until the mapper adds the gamemode to their map.
Not sure about frenzy, you will have to test it.
They all using unreal units but we don't know how big or small NWI scale their model in the game. If they scale their models really big then the unit will be really huge.
there are 2 different bot settings. One is BotSkillCfg from base game and the other one is custom bot behavior I made. The custom bot behaviors will make bot snap at you and shoot at you instantly regardless of the accuracy. You can disable it to use the base game behavior or you can try to tweak that firing chance.
The BotSkillCfg is the base game, to change the base game bot accuracy, you have to change the bloatbox. You should take a look at the accuracy section for that.
It can take infinite and the name will be randomly picked
Fixed in the new version.
Take a look at the description. It using new config now.
The min should be at 0 because it won't make any sense for a negative number.
I don't think there is max but you know the limit of the max base on specific type. Like if it says angle then you know the max is 360 degree. You can't have more than that.
The cover suppression is base on a percentage in float between 0.0 and 1.0
1.0 = 100%
They are pretty much self-explanatory. You can exceed the amount it supposes to be. It just the math calculation running behind it might make a logical error.
Are you using bBots and did you set MaxPlayersToScaleEnemyCount? This is also for coop only not pvp server.
That's weird. I test it on my server and it did shows up. Did you change the map to make sure? Mutator doesn't load on the first map. Make sure you didn't add the wrong mutator name and check your mods folder if it downloads it.
What doesn't work? Did the mutator show up in the game?
This is for people that use bBots that have wave respawn and friendly bot. Having bBots enabled, the enemies don't scale with the number of players. So this mutator will scale them.
If you play without bBots then the base game is already automatic scale them for you which you don't need this mutator.
Thats a known problem with the base game. I have to figure out how to change the night map bot.
If a map is using a custom hud or you are using a mod that involved with HUD then it won't work
It seems like all the stuff gets reset when the map changed. I have to figure out how to get this fix.
Updated the description. Please take a look.
Yes, just post it here or send me a message.
Mutators don't load on the first map that starts by the server. It only loads on the next map and after that.
Thank you for letting me know that the mutator isn't working. For some reason, the mutator did not pack it in the pak files.
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