Insurgency: Sandstorm

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

Released (updated ago). Ranked 18 of 407 with 165,612 (418 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:

SilentKiwik
SilentKiwik @silentkiwik

Hey there! We're really enjoying this mod on our private server, however we couldn't help but notice that the Bots now have a strong tendency to engage through walls and cover in general.

I don't know if that is a consequence of the vision setting or something else, but basically very often you get to cover while under fire and the bot will keep tracking you, gunning you down through the wall. I've personally seen AI kill me through a double wall, or even shoot me through the floor from below or above.
This is especially visible when peeking around a corner, where the bots will pour impressive amounts of lead into the cover to try and shoot you down through it, even tracking you as you move away from the corner in full sprint. Somehow they always seem to keep engaging even after the Line of Sight is broken.

Some of our players surmised that the AI might simply hear you, but the amount of times such "wallbangs" happen seems a bit excessive, to be honest.
Any idea how we could fix/improve that?

Thanks in advance!

Kokuroku
Kokuroku @kokuroku

We experienced the same thing for the first day using this mod. Seems like changing the HearDistanceFootstepsSprinting, HearDistanceFootstepsRunning, AttackDelayDistant, and AccuracyMultiplier to slightly lower values mitigates a lot of the overzealous wallbangs. Lmk if that works for you!

BB
BingBong24 @bingbong24

Custom bot names not working any idea what im doing wrong?

[/ImprovedAI/Mutators/ImprovedAI.ImprovedAI_C]
bEnableBotSkillCfg=True
bCustomBotNames=True
bUseBotTag=False
BotPrefixTag=[BOT]
bUsePlayerName=False
BotNameList=Araujo,Pele,Roberto,Carlinhos,Vatapa,Caruru,BoboDeCamarao,Leonardo,Afonso

HE
hexusnorty @hexusnorty

You have to enable bUsePlayerName. Sometimes you won't see the names on the scoreboard but they are actually used.

TheRedWookie
TheRedWookie @theredwookie

Same here. The default names (ARC, Mikee, etc) are used even though they aren't in the list (BotNameList).

TheRedWookie
TheRedWookie @theredwookie

Has anyone had problems with the BotNameList not working? The names used in game are the default ones (Arc, Mikee, etc).

little_cowboy
little_cowboy @little-cowboy

Bots are easy to huddle,have any idea to fix this?thx

I_
i_am_ttl @i-am-ttl

remove the wander behaviour

CH-truth
CH-truth @ch-truth

If i use the mutator, in the log it will report that the ImprovedAI is not a valid mutator...

machine.gun.panda
machine.gun.panda @machinegunpanda1

False positive in most mods, check ingame if it's active

IO
ioutpizzaedthehut69 @ioutpizzaedthehut69

how do you install and enable the mod?

Rykers642
Rykers642 @rykers642

Hi, can I just ask; are the above values default values for us to tweak, or have they already been tweaked to improve bot skills? Thank you.

SL1PSTR34M{TSV}
SL1PSTR34M{TSV} @sl1pstr34mtsv

Outstanding Mutator. The only issue we seem to have on my server, is that when your mutator is installed we dont get the 2 new weapons from the 1.9 update.

[KC]Ballistic650
[KC]Ballistic650 @kcballistic650

Great mod!

RiserPL
RiserPL @riserpl

First of all your bots are amazing on my CQB map, but I need to increase difficulty level.

Do you have any preset of settings for really hard bots ?
Can you add information about min/max values for each parameter with indicator if bigger/smaller value is easier/harder bot ?

DarkGhost7
DarkGhost7 @darkghost7

I gave Marksman to 'retreat' and 'attack ranged' options but bots don't really seem to follow those all the time.
They do attack in range but still they ambush in buildings,corners and attack very close range more offten
than sniping in long range or running away from close fight though i gave these options.
It's kinda akward when bots kill players in CQC by ambush with M82 in one shot.
It started to feel like elite version of breacher lol
+ What does "UseSmartActor" do?

machine.gun.panda
machine.gun.panda @machinegunpanda1

Those behaviours are vanilla, not created by the mod author, he just opened them for us to tweak

H
Helsing. @helsing4

"MaxDistance" in "WeaponCategoryConfigs" doesn't work?

DarkGhost7
DarkGhost7 @darkghost7

I've adjusted these three options to zero

SightRangeWithinSmokeGrenade=0.0
SightRangeWithinSmokeGrenadeEye=0.0
SightRangeSmokeEyeFrac=0.0

and they still can see me in smoke
does that mean the mod is not enabled on my server somehow?

Circleus
Circleus @circleus

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.

DarkGhost7
DarkGhost7 @darkghost7

Thx, it was just my mistake. btw got some questions. what does "SightRangeSmokeEyeFrac=0.0" this option do?
and "BotBehavior_FireRocket" doesn't seem to work :/ they carry only their gun

Circleus
Circleus @circleus

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.