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Found 17 results

  1. So I got the shitty idea of limiting the amount of supplies in the mainbase, not to limit the amount of fobs people can stamp out of the ground. More that it will periodically have to be refilled by an AI truck driver or truck convoy from off the map. This could be seen as a way of limiting super fobs at the start popping up everywhere or just limiting the amount of fobs that can be made at the start. Though of maps with helicopters an AI chopper that periodically flies to and from the main to offmap would be something to make the main base more lively after round start. Aside from the rando new guy joining the server or asset whores waiting for their assets. Then again this is just another thing to sink performance power in for servers and slowing down the game. It would also need some AI scripting and would most likely just annoy the shit out of logistics squads about who took the last supplies as there won't be any more goddamn supplies till 10 minutes later when the truck/convoy arrives. You doomed our team you damned blueberry!
  2. So since THIS THREAD and the guy who made it hasn't logged on in forever, I was wondering if anyone else was working on or planning to work on AI?
  3. Are there any servers that offer one life gameplay? I feel like it would be fun to play a game mode every so often that only allows you to have one life. It would make the round intense and gives a chance for SL's to win with tactics. If one gets caught out in the open and wiped then the other team has a huge advantage because they won't be coming back unless revived. A majority of people might not like this idea but I believe it would be an option that would be nice. Taking it one step further if they add medivacs to the game the medical system could be improved. With possibly adding hit location to the game that could determine if the medic can save you or not. If hit somewhere such as the chest or major artery the medivac could be dispatched and the medic has to perform medical treatment to prevent them from dying before the Blackhawk gets there. It returns them to the main base and heals them up. This takes time of course and is a lot for just one ticket, that is why I feel like it would only work with this game mode. With the talk of the commander role, making the medivacs a computer compared to a player it gives an opportunity to give power to the commander. The Squad Leader could get the coordinates for the pick-up and relay it back to the commander. At the main base, he could type it into a computer to send off the Blackhawk. Also, deploy things such a UAVs to a section for a period of time or send air cargo drops to bases for resupply. One more thing that could help the other team if implementing stuff for the commander such as resupply and UAV. If computer players are added near the villages and happen to be killed by the invading country it could give extra tickets to the local force. It would be like civilian deaths equal X amount of recruits for their army. It could be a good way to even out the gameplay. If the invading country has too much power you could up the ratio helping balance the powers or the other way around and lower the ratio if needed. Thoughts?
  4. Ai mod

    Hello, i was thinking of making an AI mod for squad steam workshop, but with some research I heard that you could not add code to the game; like making a new behavior tree for smart positioning, and scanning of environments. Are you able to add code to the game with its update to steamwork shop?
  5. Any update on AI development?

    Didn't know where to put this since the original one by @Paco is archived. Anyone doing work on AI? would love to see some work
  6. Bots for Training - WIP

    I've been working on some bots to train against - here's some of my early progress. They only work in a local server, and don't shoot back (yet!).
  7. I'm interested in working on some AI/bots for the purposes of training and tutorial maps. Personally I find it much easier to try and learn the basics offline in a more controlled environment than trying to learn everything online from random players, and making lots of rookie mistakes that affect the gameplay for everyone else. I'm hopeful that it will make it easier for people like me (no experience) to at least hit the ground running with some confidence, and not slow everyone else down. It would also be a good opportunity for the community to shape player behavior - ie encourage good behavior and discourage bad ones. Subjective I know. Anyway, if you have any suggestions for training scenarios or behavior you would like to see in a map, throw it in here. I'm not promising that I'll get it done, but even if I don't hopefully it will help someone else that might be interested (or maybe help the devs?). Also if anyone is interested in making the physical maps, let me know. At this stage I'm thinking very small scenarios, to teach specific skills and tactics, for example: Solo skills: Clearing a building - maybe a single multistory building you need to clear. Teaches entering a room, checking blind spots etcc Moving across the map without being too visible (ie, using cover, no skylining) Basic target practice on moving enemies - up close, and long range. Basic Medic skills - maybe a bunch of downed teammates with bots firing on your position. Squad leader skills (never done it, so no idea what would be needed here!) Vehicle driving / shooting skills Teamwork skills: Following squad leader instructions ("on me" , "defend south", "cover fire", "take Jones and flank left" etc) Clearing a building Cover fire while moving Over to you guys/gals!
  8. Blueprints>AI>BotSpawn

    Pretty new here to blueprinting. I am trying to make BotSpawns for Attack/Defend Points but I am having some issues. I see The Squad Modding Kit came with AI Blueprints. I found one in Blueprints folder > a folder called AI. Anyhow I see there is already a bunch of stuff made. My question is how do I assign already made "BotSpawn" WITH a class/weapon. They spawn in reactive and chasing me, which is a good start to make sure they are already functional but they have no weapons. The botspawn it comes with is a single TAL guy that when I open blueprint the settings has two things that ask what type of weapon? I put in AK47 but nothing happens after compile>save. If any devs know, also, how much of the AI Blueprints that came with Unreal Engine The Squad kit was finished/works as named?
  9. Suggestion for inhabited towns

    Could we have civilians and animals inhabit the houses of the battlefield? This is commonly the case in real warfare, and would add something interesting to the game. Here's how I would imagine it would work out. I will start with an example: United States Army vs. Insurgents. When you as an American soldier walks into a house inside of a town, to capture it, you would be able to see civilians that would be sitting in a seperate room to the house which has no use for the players or maybe could be sitting down in the corner of the room moaning and crying etc. Shooting and injuring the civilians would cause a penalty to the American soldier such as a lower score, but wouldn't cause any penalty to an Insurgent if he does the same(There are already a lot of differences from faction to faction in the game). These human AI's don't have to be intelligent, they would just have to stay at a certain spot where the players have no advantage of being, in a seperate room of the house, and you would be able to hear them a small distance away. These animal AI's would just have to be animals such as goats(hehe), dogs and chickens maybe. The goats would be standing still eating it's food, from a bucket, the would either be laying down inside the houses, or be walking around outside and chickens could just be wandering around. Upon sounds of gunfire close to these animals, they would begin to make panic noices, and the chickens would be running all over the place. What do you think about this. This is sorely for adding more interesting elements to the sorroundings, but if you have a reason not to like it, I would like to know. I hope some of you like this suggestion. If you do, please repost it on other forums for the devs to see.
  10. AI behavioural chatter thread.

    I thought it would be cool to have one place where to chat what kind of behavioural manouvers AI SQ would have. Which kind of actions they would do in many situation. Which kind of behaviouristical variation they (NPC) would have. Would there be different kind of pseudo personalities. Do they work in crews, pairs or as units. Are they passive or active or both. How hard they would be to play against. My idea here is to lay some basic brickwork for anyone that wants to start to compile a behavioural trees for AI system, since how I look it you can code the AI rest of your life if you don't have the behaviour model in hand before you start. If your answer would be "as normal soldiers" please don't answer, since that is obvious dream of everyone. I'll start. Just theoretical question, if there would be somesort of CO-OP type of game mode players vs. NPCs in certain premade scenarios. How you would react if NPC would use handnades to kill you, when you haven't seen the NPC that uses the nade option, but you were careless and made sound (shot another, spinted in certain surfaces etc.) and NPC were close under 30 meters from your position. Another would be that if you are really close by let say 5 meter from NPC and NPC just runs toward you and tries to slit you half with his knife? Would be pretty damn scary if NPC pops out from the bush and yells or not depending his personality and sprints toward... What if you had mate beside you and the NPC just notices that there is two of you and chances to rifle and starts to blast full auto while trying to evade. Too hardcore?
  11. With the Announcement of 8Km maps fixed-wing aircraft may be a viable. Of course fixed-wing aircraft will be way down the road in development, but there is definitely interest in that subject Proposed Implementations: Player controlled 1: Fixed wing aircraft follow the same mechanics as PR and games like Battlefield, aircraft spawn on main bases, and the jets fly around in the sandboxPlayer controlled 2: Where the aircraft flies in from off the map, from an airbase, or just spawns. The terrain is low-poly so the aircraft can fly with some breathing room.Player controlled 3: (Credit goes to Unfrail): AI controlled: Basicly the same thing as Unfrail's suggestion but the commander designates the air strike and direction and the aircraft is controlled by AI.My only change would be the Commander gains points by capturing objectives and destroying caches. **Of course, It doesn't have to be this way AI controlled is open to debate.** This poll is based on these three threads, feel free to continue the discussion there: Z-trooper and IronTaxi's statements: http://forums.joinsquad.com/topic/7772-jets-in-the-future/?hl=%2Bfixed+%2Bwing+%2Baircraft#entry124783 Unfrail's post is in here: http://forums.joinsquad.com/topic/4043-fixed-wing-aircraft-as-an-off-map-support-asset/?hl=%2Bfixed+%2Bwing+%2Baircraft 8km maps Discussion: http://forums.joinsquad.com/topic/15249-8km-x-8km-maps/?hl=%2Bfixed+%2Bwing+%2Baircraft#entry193561
  12. AI civilians -

    I know that this suggestion is a bit left of field, and I understand that such a feature would be waaaaay down the bottom of the dev's list (let alone on it), but whatever, this is just me being creative, so here it goes... Considering that Squad is more or less based in reality, and given the advances in A.I. for Unreal Engine 4.8, I was thinking that the inclusion of civilian bots would truly make for a unique, (and more importantly "realistic") experience. Given the nature of insurgency and guerrilla warfare, civilians are an integral part to the system. Here's my own little list of reasons I think civilians would benefit Squad... Makes the current Middle Eastern theatre feel more authentic Could help balance the discrepancy in advantage between Insurgent and U.S. forces via the following...The U.S. could suffer a 5 ticket punishment/longer spawn time for killing a civilian. (This wouldn't apply to insurgents, and U.S. tickets can only be lost if killed by a U.S. member)Insurgents can blend in with civilian crowd, giving them a sort of camouflage. The U.S. troops cannot do thisCould create different game modes (or just be its own game mode) such as... "U.N. Peacekeeping", where U.S. troops combat Insurgents whilst minimising civilian casualties (think along the lines of "Black Hawk Down" or todays current door-to-door operations in populated, urban environments).Possible hostage-type game mode?Civilans would add a more 'human?' (not sure if that's the right word, 'emotional depth' perhaps) element to the game. Rather than just shooting at each other... In other words, it'd make people (the U.S forces especially) a lot more careful when engaging targets. Anyway, that's all I've got for now. I imagine the number of bots could be from 10 to 100! Where it be small village communities, to crowded market places. I suppose it really depends on their necessity and limitations of the devs. I have no idea if this would be feasible in terms of logistics, match balance, or engine performance (i'm no game developer, so excuse the ignorance). But just thought i'd add my 2 cents. The game is looking amazing btw
  13. Passive Ambient Life

    I would love to see ambient life on the battlefield, such as a goat, snake or even flies swarming a trash pile. This would be a nice addition and add to the imersion as well as a small comical aspect in the right situation. I wouldn't expect the Animal AI to be "smart", just to a degree where it's noticeable that 'they' are conscious of people and battle. This would also be a fun place to hide eastereggs as it's an interactive theme but plays no crucial part to a battle's outcome, (personally I would add a 'Men who stare at Goats' easteregg where if a US soldier looked at a goat for too long it would fall over and Die) Just my opinion.
  14. Squad will be running heavily on large clans/groups so what I had in mind is adding a sort of mission creator. The way I see this working is having the user creating a mission by first selecting the map then from there have the user choose different options for objectives such as capture points or eliminating targets (Raids, assaults etc). After adding the objectives the user can start placing AI instead of having players (If they want too). I can see this being discussed more later on as a feature to be added but this is just a little intro to it. Tell me what ya think! Mission Creator -Adding AI -Design different missions -Setup bases, spawns, vehicles etc
  15. What Kind Of Ai Would You Want?

    Hey all, new to the forums and the project (I found it via a few videos by BlueDrake I watched on youtube believe it or not). Love the PR gameplay I've seen, although I've not been able to try it out yet and I'm wondering if its going to suck up too much time if I get into it. I'm an AI programmer by background and an indie game programmer in my spare time. I also teach game development at a University and do AI research. Anyhow I was thinking of working on some AI toolsets for Unreal Engine and wanted to find a few different types of AI to work on with the tools I develop. I was thinking of at some point doing an AI pack or some such for the Unreal Engine marketplace. You can see my current AI tutorial videos for Unreal Engine up on youtube (under the name zoombapup). It struck me as I was visiting the site earlier that it'd be interesting to get some feedback here on the forums about the kind of feature set an AI toolset would need to have in order for it to be useful for a squad shooter such as this. So here I am I just wanted to ask the developers and community of their needs for an AI in a game such as this? I've played plenty of FPS games and the usual suspects like Arma etc. But I've never really seen anything in a game where people didn't just think it was stupid. So I'm asking you guys in the community, what would an AI need to do to NOT look stupid? Would you be interested in more civilians in order to flesh out the world, or would you like AI combatants (if they presumably weren't quite so retarded). Quite a few of my friends in the game AI community work on AI for military simulations, so I've got a good feel for the types of architectures I need to implement to have feature parity with them (there's a guy called Kevin Dill who used to work for LockHeed Martin and RockStar games that keeps banging on about using Dual Utility reasoning in his work, so I'm implementing that this week to test some ideas out there and do tutorials for my students). For those interested, here's a few papers by Kevin: http://elearning.bolton.ac.uk/file.php/10220/Kevin_Dill_GAIA_article_10_23_18_kp.pdf http://elearning.bolton.ac.uk/mod/resource/view.php?id=292219 http://elearning.bolton.ac.uk/mod/resource/view.php?id=292221 (not sure if those last two are publicly available, as I've uploaded them to my class's website). My personal research background is in character acting and animation and "believable" agents that I term "digital actors". So I'm actually more interested in player perceptions of agents than this tools stuff, but I'm writing the tools anyway to support my research and maybe earn a few quid from the Unreal Engine developer crowd along the way. I'd really like to make some AI tools that are actually mod-capable for the game community too. So things like allowing external editing of response curves and the like seem like a good idea. Has anyone seen any GOOD AI toolset for a game like this? Overall, just wanted to say Hi! and I wish you luck with the game! Phil.
  16. Ai Civilians

    I know AI has been discussed, however what about AI villagers that the insurgent team could blend in with if they were to drop their kit in a house and perhaps mingle in? If a firefight were to happen civilians could flee inside their homes.
  17. This guy has created a Unreal Engine 4 blueprint for Basic AI Bots that can Attack, Retreat and Fire From Cover. He released it to the public and the download link is in the video description: It could be an easy way for the Devs to test some AI functionality of the engine without having to design the blueprint from scratch. Cheers