Insurgency: Sandstorm

Improved AI (v2.3.1c) for Insurgency: Sandstorm

Released (updated ago). Ranked 19 of 407 with 165,617 (423 today) downloads

Published by Circleus (mod ID: 93636)

improvedai.png

Note: This mod is for the server only, because its a mutator. Please do not subscribe to it on your client-side.

The goal of this mod is to improve the AI to make the coop has better experience and better gameplay.

You will be able to fully customize the configs and settings of this mod. We will see if we can change the AI and improve them like making them peek while they are behind the cover. They will know how to change their position and give themselves a better position to target the player. They will know when to use grenade at the right time and call for support and such.


Mutator Name:
- ImprovedAI


All configs will go in your game.ini and under the line [/ImprovedAI/Mutators/ImprovedAI.ImprovedAI_C]
You do not have to put all the configs. Only use the config you want to change the default value to something you want. The configs that aren't present in your game.ini file, it will be automatic use the default value below.




Configuring BotSkillCfg

The BotSkillCfg is originally part of the game but we weren't able to fully config it to the way we want it to be. With this mod, you will able to modify the config to the way you want without changing it in the theater. If you are not an advanced user then I suggest you look at other mod that changes bot skill config.
This BotSkillCfg will not work with any mod that changes the bot skill config in the theater file like Tactical Bots. If the theater file only changes player slot, class, weapon, or other stuff without changing the bot skill then it will work. This whole BotSkillCfg is made using blueprint nodes.

Regardless if BotSkillCfg gets override by other mod or not, other features like custom bot behavior and custom bot name in this mod will still work.


General

;Use BotSkillCfg from this mod instead of default from base game
;If you are using a mod that override BotSkillCfg, then this option is useless
bEnableBotSkillCfg=True


Hearing

;Distance from this sound that we confirm our target is an enemy
HearAwareDistanceRadial=3000.0
HearAwareDistanceGunshot=5000.0
HearAwareDistanceSprintFootstep=2000.0

;Distance from this sound that we can hear the target
HearDistanceFootstepsSprinting=3500.0
HearDistanceFootstepsRunning=2000.0


Vision

SightRangeAlert=20000.0
SightRangeIdle=5000.0
SightRangeWithinSmokeGrenade=1500.0
SightRangeWithinSmokeGrenadeEye=250.0
SightRangeSmokeEyeFrac=0.8


Reactions

TurnSpeedMaxAngleThreshold=90.0
TurnSpeedMinAngleThreshold=5.0

;Speed this AI turns at
TurnSpeedMaxAngle=30.0
TurnSpeedMinAngle=60.0

;Time before we start attacking at close targets
AttackDelayClose=0.2

;Time before we start attacking at distant targets
AttackDelayDistant=0.8

;Range we consider to be maximum distance for spot checks
DistanceRange=15000.0

;Range we consider to be close range for spot checks
CloseRange=500.0

;Multiplier applied to spotting chance
ChanceSprintMultiplier=2.0
ChangeMovingMultiplier=1.25


Accuracy

;The higher, the more accurate. 1.0 is easy, 4.0 is hard
AccuracyMultiplier=1.25

;Multiply our spread by this much when fully suppressed
SuppressionAccuracyMultiplier=0.1



;Change weapon type config for bot like changing the accuracy for that weapon and such

;List of weapon types
;Launcher
;MarksmanRifle
;BoltRifle
;Shotgun
;LightMachineGun
;HeavyMachineGun
;SubmachineGun
;AssaultRifle
;Carbine
;Pistol

;Weapon configs type
;MaxDistance (Distance we can shoot at, otherwise we try to get closer)
;MinAttackDegrees (Start attacking when our aim on the target by this much)
;MinAttackDegreesClose
;MaxAttackDegrees (Stop attacking when our aim off the target by this much)
;ProjectileSpreadZeroTimeFar (How fast we zero in on the target when target is far)
;ProjectileSpreadZeroTimeClose (How fast we zero in on the target when target is close)
;BloatBoxMin (Our bloat box after zeroing) (Require X and Y)
;BloatBoxMax (Our bloat box at first sight) (Require X and Y)

WeaponCategoryConfigs=((Launcher, (MinAttackDegrees=1.000000, MaxAttackDegrees=2.000000, ProjectileSpreadZeroTimeFar=0.000000, ProjectileSpreadZeroTimeClose=0.000000, BloatBoxMax=(X=200.000000,Y=100.000000))), (MarksmanRifle, (MinAttackDegreesClose=10.000000, ProjectileSpreadZeroTimeFar=8.000000, BloatBoxMin=(X=50.000000,Y=50.000000), BloatBoxMax=(X=150.000000,Y=100.000000))), (BoltRifle, (MinAttackDegreesClose=10.000000, MaxAttackDegrees=0.500000, BloatBoxMin=(X=25.000000,Y=25.000000), BloatBoxMax=(X=150.000000,Y=80.000000))), (Shotgun, (MinAttackDegrees=1.000000, MaxAttackDegrees=2.000000, ProjectileSpreadZeroTimeFar=5.000000, ProjectileSpreadZeroTimeClose=2.500000, BloatBoxMin=(X=75.000000,Y=75.000000), BloatBoxMax=(X=150.000000,Y=150.000000))), (LightMachineGun, (MinAttackDegrees=2.000000, MaxAttackDegrees=3.000000, ProjectileSpreadZeroTimeFar=8.000000, BloatBoxMin=(X=75.000000,Y=75.000000), BloatBoxMax=(X=150.000000,Y=150.000000))), (HeavyMachineGun, (MinAttackDegrees=2.000000, MaxAttackDegrees=3.000000, BloatBoxMin=(X=75.000000,Y=75.000000), BloatBoxMax=(X=200.000000,Y=150.000000))), (SubmachineGun, (MinAttackDegrees=1.000000, MaxAttackDegrees=2.000000, ProjectileSpreadZeroTimeFar=5.000000, ProjectileSpreadZeroTimeClose=1.500000, BloatBoxMin=(X=25.000000,Y=25.000000), BloatBoxMax=(X=100.000000,Y=75.000000))))

;The default config for all weapons that isn't in WeaponCategoryConfigs
DefaultCategoryConfig=(MaxDistance=30000.000000, MinAttackDegrees=1.000000, MinAttackDegreesClose=20.000000, MaxAttackDegrees=2.000000, ProjectileSpreadZeroTimeFar=4.000000, ProjectileSpreadZeroTimeClose=1.500000, BloatBoxMin=(X=25.000000,Y=25.000000), BloatBoxMax=(X=175.000000,Y=100.000000))


Reactions for specific stance (Standing, Crouched, and Prone)

;Chance of spotting in percentage
ChanceAtDistanceStanding=5.0
ChanceAtCloseRangeStanding=100.0

ChanceAtDistanceCrounched=2.0
ChanceAtCloseRangeCrouched=50.0

ChanceAtDistanceProne=0.0
ChangeAtCloseRangeProne=20.0


Behaviors

;Changing the bot behaviour. Allowing them what kind of behaviour they can be use in game
;Make sure you include the class, the path, and don't miss a single quotation
ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_FollowSquadLeader"',Class'"/Script/Insurgency.BotBehavior_MoveToObjective"',Class'"/Script/Insurgency.BotBehavior_Wander"',Class'"/Script/Insurgency.BotBehavior_ThrowBackGrenade"',Class'"/Script/Insurgency.BotBehavior_AttackRanged"',Class'"/Script/Insurgency.BotBehavior_ThrowGrenade"',Class'"/Script/Insurgency.BotBehavior_ThrowSmokeGrenade"',Class'"/Script/Insurgency.BotBehavior_ThrowGrenadeAtWindows"',Class'"/Script/Insurgency.BotBehavior_FireRocket"',Class'"/Script/Insurgency.BotBehavior_FlushTarget"',Class'"/Script/Insurgency.BotBehavior_SuppressTarget"',Class'"/Script/Insurgency.BotBehavior_FleeGrenade"',Class'"/Script/Insurgency.BotBehavior_AttackMelee"',Class'"/Script/Insurgency.BotBehavior_Retreat"',Class'"/Script/Insurgency.BotBehavior_RequestFireSupport"',Class'"/Script/Insurgency.BotBehavior_Ambush"',Class'"/Script/Insurgency.BotBehavior_Pursue"',Class'"/Script/Insurgency.BotBehavior_Investigate"',Class'"/Script/Insurgency.BotBehavior_Vehicle"',Class'"/Script/Insurgency.BotBehavior_MoveToSeat"',Class'"/Script/Insurgency.BotBehavior_DestroyObjective"',Class'"/Script/Insurgency.BotBehavior_UseSmartActor"')

;List of behaviours
;BotBehavior_FollowSquadLeader
;BotBehavior_MoveToObjective
;BotBehavior_Wander
;BotBehavior_ThrowBackGrenade
;BotBehavior_AttackRanged
;BotBehavior_ThrowGrenade
;BotBehavior_ThrowSmokeGrenade
;BotBehavior_ThrowGrenadeAtWindows
;BotBehavior_FireRocket
;BotBehavior_FlushTarget
;BotBehavior_SuppressTarget
;BotBehavior_FleeGrenade
;BotBehavior_AttackMelee
;BotBehavior_Retreat
;BotBehavior_RequestFireSupport
;BotBehavior_Ambush
;BotBehavior_Pursue
;BotBehavior_Investigate
;BotBehavior_Vehicle
;BotBehavior_MoveToSeat
;BotBehavior_DestroyObjective
;BotBehavior_UseSmartActor
;BotBehavior_Blink


Behavior (Misc)

;Distance from our enemy we need to be to door breach
DoorBreachAwareDistance=3000.0


Grenades

;When throwing a grenade, try to give this much time before it detonates after impact (so bots don't throw aiburst grenades)
FragGrenadeMinDetonateTime=1.5

;Only throw grenades at unreachable targets (used in Frenzy)
bOnlyGrenadeUnreachable=False

;Grenade Inaccuracy Max Distance
GrenadeInaccuracyMaxDistance=1500.0

;Only throw grenades once every N seconds per squad
SquadGrenadeCooldown=45.0

;X and Y location where the grenade will land around that area. If X=1.0 and Y=1.0 then grenade will be really accurate.
GrenadeInaccuracyMax=(X=225.0,Y=175.0)


Difficulty

ZeroTimeMultiplierEasy=1.25
ZeroTimeMultiplierHard=0.5
BloatBoxMultiplierEasy=1.25
BloatBoxMultiplierHard=0.5
BloatBoxMultiplierDistance=2.0
BloatBoxMultiplierMaxDistance=10000.0
BloatBoxMultiplierMinDistance=2000.0


Misc

bBotIgnoresDamage=False
bBotHasInfiniteAmmo=False
bBotUsesVehicles=True


Cover

;If we are in cover and have > this suppression, get lower (While firing at a target)
CoverSuppressionToCowerCombat=0.1

;If we are in cover and have > this suppression, get lower
CoverSuppressionToCower=0.0

;If we are in cover and have <= this suppression, stand back up
CoverSuppressionToRecover=0.0

;Minimum time we should stay in cover after cowering to avoid flip flopping
CoverCowerMinTime=2.5


Ambush

;Apply ambush bonuses when our target is within this distance
AmbushBonusDistance=2000.0

;The higher this is, the faster bots react to targets when ambushing
AmbushReactionTimeMultiplier=2.2

;The higher this is, the more accurate bots are when ambushing
AmbushAccuracyMultiplier=1.6

;The higher this is, the faster bots turn when ambushing
AmbushTurnSpeedMultiplier=1.8


Morale

;Time fully restore morale when shattered
MoraleRestoreTime=10.0

;Morale lost when a nearby teammate is headshot
MoraleLostOnHeadShot=50.0

;Morale lost when a nearby teammate is killed
MoraleLostOnDeath=15.0

;Morale lost when a nearby teammate is killed in a gruesome way (burning, chemicals etc.)
MoraleLostOnGruesomeDeath=35.0

;Morale < than this means the bot will start to retreat
MoraleToRetreat=10.0

;Morale > than this means the bot can fight again after retreating
MoraleToRecover=90.0




Custom Bot Behavior Configs

These are custom bot behavior I made using the blueprints that we have. It can change how bot behaves. It still needs more work and testing. If you do not wish to use these, you can disable them. These bot behaviors will not change BotSkillCfg. It just another behavior on top of it.

Aim at Closest Target

;Amount of second delay before finding another closest target
AimDelay=0.5

;Enable bot to aim at the closest target base on the distance
bForceAimAtClosestTarget=True

;Line of sight check for bot (Disabling this will just make bot target the closest target without LOS)
bLOS=True

;Aim at target base on the priority type
;Example for Sprint, it will only aim at the target if they are sprinting and the rest that are on top of Sprint (Idle, Interesting, LastSeenThreat, and Footsteps)
AimPriority=Forced

;List of Priority Type
;Idle
;Interesting
;LastSeenThreat
;Footsteps
;Sprint
;Gunshot
;Enemy
;Forced

Note: Aiming at the target doesn't mean they will shoot at them. BotSkillCfg will before the one trigger the weapon fire and the accuracy or you can use the Force Firing behavior I made.


Find Cover

;Enable to force bot to find the closest area to cover
bFindCover=True

;Amount of X seconds before looking for new cover
;Having least seconds will make bot keep trying to moving from cover to cover instead of shooting their target
CoverTick=5.0

;Also find cover right away when bot is taking damage but didn't die yet
bFindCoverWhenShotAt=True

;Bot will only stay in cover when bot's morale is less than or equal to this value after getting a new cover
;No morale at all = 0.0 Thats when bot is taking a lot of damage and teammate is dying a lot
;Max morale = 100.0
CoverMoraleValue=20.0

Note: This cover behavior is just to force the bot to find a new hiding area. The base game cover will still apply to this. BotSkillCfg cover will be the one changing the bot stance like prone. Using this behavior will make the game longer because bot tends to stay in cover more.


Misc

;Strafing is from UE4
;It allow the bot to run and slide and shoot at the same time
;This is disabled by default. Enable it will make game pace faster and the bot will run and gun at you more often
bStrafe=True


Force Firing

;Force bot to fire at player
;Require bLOS and from bForceAimAtClosestTarget from Aim at closest target config
bForceFiring=True

;Chance to trigger when bForceFiring is enabled, every X second base on AimDelay
;Default 10%
FiringChance=0.1

Note: Force Firing is base on Aim at Closest Target. It will only fire if the closest target is found. If that feature is disabled then this force firing will not work.



Custom Bot Names

This feature will work regardless if you are using another mod that is replacing the BotSkillCfg or not. This is made using blueprints/nodes.
All bot names are randomly picked and you have to set them in BotNameList. If bot amount exceeds the bot name list then bot name won't be changed.
The bot names will be automatic updates with new bot joins or leaves. If a bot is using a player name and that player left the game. That bot name will be replaced.
Remember if you have a duplicated bot name on the list, it will only appear once.


;Enable the custom bot names feature
;If you don't like custom bot names and you want to use other feature from the mutator then you can disable this
bCustomBotNames=True

;Enable prefix tag for the bot name
bUseBotTag=False

;The prefix tag to display for bot
;Give your own space if you want a space between bot tag and bot name
BotPrefixTag=[BOT] 

;Bot also use player name and add it to the bot name list only if the player is present in game
bUsePlayerName=True

;List of bot names
BotNameList=Mikee,Arc,DaraDef,AniCator,Guinevere,sswires,Circleus,John Doe,Jeroen,fatherHank





If something isn't working, please report it so I can fix it. All feedbacks are welcome!

If you like my mod and you want to support me, you can make a donation in my profile.

Releases

FilenameSizeVersionAddedOptions
filedata.22.zip15.85kb2.3.1c

filedata.21.zip15.91kb2.3.1b

filedata.20.zip15.88kb2.3.1a

filedata.19.zip2.82kb2.3.1

filedata.18.zip15.86kb2.3.0

filedata.17.zip15.86kb2.2.3

filedata.16.zip1.43mb2.2.2

filedata.15.zip1.43mb2.2.1c

filedata.14.zip1.42mb2.2.1b

filedata.13.zip1.42mb2.2.1a

filedata.12.zip1.42mb2.2.1

filedata.11.zip1.42mb2.2.0

filedata.10.zip1.42mb2.1.0a

filedata.9.zip1.42mb2.1.0

filedata.8.zip1.42mb2.0.2b

filedata.7.zip1.22mb2.0.2a

filedata.4.zip1.22mb2.0.2

filedata.3.zip1.15mb2.0.1a

filedata.1.zip1.15mb2.0.1

filedata.2.zip1.15mb2.0.0a

filedata.zip1.14mb2.0.0

filedata.6.zip1.01mb1.0.4

filedata.5.zip1.01mb1.0.3d

127 comments

Join the community or sign in with your gaming account to join the conversation:

SL1PSTR34M{TSV}
SL1PSTR34M{TSV} @sl1pstr34mtsv

I have been running this mod on the SukiVerse server since it came out, and have had no issues until this most recent update. Now it seems that none of the settings are having any affect any more. Example:
SightRangeWithinSmokeGrenade=
SightRangeWithinSmokeGrenadeEye=
SightRangeSmokeEyeFrac=
Bots effectively see right through the smoke and fire through it regardless of these settings where as before NWI latest update I had it limiting the bots ability to see with great effect using these settings.
Thats one example, but quite literally almost all of the effectiveness of the settings in this mod seems to have been at the very least severely nerfed after the update.

Menace[GER]
Menace[GER] @menaceger

Hey. First of all I find this mod very successful. But I have one question. The bots push me too aggressively forward. Thus, I just have to stand at a corner and wait until all have run into my scope. At what setting can this be? bEnableBotSkillCfg is activated btw. Hope someone can help me :)

-[U|S|A]-WilliamF
-[U|S|A]-WilliamF @usa-williamf

Do the hearing and vision distance values actually working?
Because if I turned these values to False then the bot detects range would work as the same without the mod. The values make no difference.
bForceAimAtClosestTarget=False
bForceFiring=False

[YSNCO]inSanewich
[YSNCO]inSanewich @ysncoinsanewich

What are these distance values? Feet? Meters? At default they seem to be shooting from across the maps.

ST
storkstork1 @storkstork1

Standard unit in unreal editor is cm. So 5000 would mean 50 Meters.

JA
jamxx299 @jamxx299

Can you confirm exactly how the SuppressionAccuracyMultiplier works?

.S
.skittles. @htpskittles

Does "AIDifficulty" still have any affect on bot difficulty with this mod?
Also, I can change SightRangeAlert and SightRangeIdle to any value from 1-150000 and it does not seem to make a difference.

CornedBeef1
CornedBeef1 @cornedbeef1

I was trying to use this mod to only adjust the vision distance of the bots. Currently it seems like the bots are stuck around 45-55m of vision which makes the game extremely easy. I added Just:
-ImprovedAI to the mutators
[/ImprovedAI/Mutators/ImprovedAI.ImprovedAI_C]
SightRangeAlert=20000.0
SightRangeIdle=5000.0
to my game.ini file and I can't seem to get them to do anything. Do I need to add anything else to get this working or is there an issue with it currently?

Could you write another mod that does just the Vision distance. This is what NWI told me when I asked them how to adjust it: I've asked one of our AI programmers, and he told me you probably would need a mod to accomplish this. Within Content/Game/Data/Bots, you can edit the Sight Range Idle parameters to achieve what you want.

CornedBeef1
CornedBeef1 @cornedbeef1

I didn't put "improvedAI" into the mutators correctly. I'll try again in a couple days when I have time to test it.

Kokuroku
Kokuroku @kokuroku

SightRangeIdle seems to mean they won't attack until they're at 5000 (50m), on our tactical server we set ours to SightRangeAlert=20000.0 SightRangeIdle=15000.0 and they seem to engage at a more proper distance

[YSNCO]inSanewich
[YSNCO]inSanewich @ysncoinsanewich

Would you mind if I asked what you guys set your: HearAwareDistanceRadial , HearAwareDistanceGunshot , HearAwareDistanceSprintFootstep , HearDistanceFootstepsSprinting , HearDistanceFootstepsRunning too? Thanks!

Kokuroku
Kokuroku @kokuroku

Sure thing! We're running a hardcore milsim-type server, but these are the values that seem to work best for us. The bots engage at further distances, and this makes full out sprinting less of an option to prevent people from rushing in.

HearAwareDistanceRadial=1500.0
HearAwareDistanceGunshot=17500.0
HearAwareDistanceSprintFootstep=1500.0
HearDistanceFootstepsSprinting=3500.0
HearDistanceFootstepsRunning=500.0

[YSNCO]inSanewich
[YSNCO]inSanewich @ysncoinsanewich

We are seeing some lasering even through objects with this mod. Quite annoying.

[YSNCO]inSanewich
[YSNCO]inSanewich @ysncoinsanewich

Thanks so much. I couldn't bother you for SightRangeAlert and and SightRangeIdle could I? We have been tweaking it around and just can't seem to get something realistic.

Kokuroku
Kokuroku @kokuroku

here are the lines you asked for:
SightRangeAlert=20000.0
SightRangeIdle=17500.0

if laser beaming is the problem, you might wanna try tweaking the bloatbox min/max under the Accuracy section, I also had to tweak this quite a bit. Still not perfect, but it seems fair to us

[KC]Ballistic650
[KC]Ballistic650 @kcballistic650

Kokuroku Your other settings helped our server, so thank you for that. If you don't mind me asking what are your values for these...
ZeroTimeMultiplierEasy=
ZeroTimeMultiplierHard=
BloatBoxMultiplierEasy=
BloatBoxMultiplierHard=
BloatBoxMultiplierDistance=
BloatBoxMultiplierMaxDistance=
BloatBoxMultiplierMinDistance=

Kokuroku
Kokuroku @kokuroku

Glad I could help.

Here are those settings:
ZeroTimeMultiplierEasy=1.25
ZeroTimeMultiplierHard=1.25
BloatBoxMultiplierEasy=1.00
BloatBoxMultiplierHard=1.00
BloatBoxMultiplierDistance=2.0

[KC]Ballistic650
[KC]Ballistic650 @kcballistic650

Kokuroku Great, thanks again!

Sparkie951
Sparkie951 @sparkie951

What are the measurement values in (Meters, Millimeters, Feet, inches, ETC):
Examples:
HearAwareDistanceRadial=1750.0
AccuracyMultiplier= & AttackDelayClose= I am assuming that it is a multiplier. IE .9 would be 90% of what it was.

Thanks in advance for the clarification

S
Shards1614708773 @shards1614708773

I just tried to look for what measurements does Insurgency Sandstorm use in general and they wrote that usually it's "UE units(cm)".