Complete damage model overhaul & AI overhaul [WIP]

Démarré par Davanseth, 22 Mars 2015 à 18:50:13

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Davanseth

Source: http://www.armaholic.com/page.php?id=27933

Vanilla ARMA 3: http://gfycat.com/RectangularMaleGnu
LE MOD: http://gfycat.com/LastingLiquidAoudad

Résumé:

Some time ago I posted a few gifs showing my mod progress and how AI can be made to react more naturally to incoming and connecting fire.
There's been a lot of progress since that. Almost all of the extended animations and hit reactions are done, complete infantry damage model overhaul is nearly finished and I've begun to overhaul the AI and all of the effects like suppression, concussions/hearing damage from explosives and simulating shrapnel wounds and different health states.

What does the damage model overhaul do?
It completely disables ARMA3's own damage model system. Infantry units no longer can die instantly if you shoot them in the finger 10 times...or even 100 times.
Shooting a limb can only remove its functionality (if the limb is damaged too much) and/or cause bleeding apropriate to the amount of the blood flowing through that region (essentially when the limb is destroyed).
Depending on where the limb is shot, different injuries can occur. Shooting at the hands/fingers for example, can cause the weapon in hand to drop to the ground, cause problems with aiming, unable to use certain weapons and of course bleeding. Hitting the forearms can in addition to all of that, also have an effect on how the weapon is supported due to loss of strength in the forearms, having a significant impact on the recoil management of the weapon and a chance at dropping the weapon if you try to fire a .50cal with essentially one arm left.
Legs have three different parts with each their own effects if hit and appropriate amount of potential blood loss all depending on how many wounds the limb has and how bad they are. Only shots to the head and torso have a chance at instantly killing anyone (depending on the caliber, angle of impact, speed of the bullet and a little bit of luck), all of the other parts of the body can only kill through blood loss...as it should be.
Powerful enough shots to the head or torso that connect but don't kill can also stun...knocking the unit down or off their feet (including the player) and causing appropriate injury and/or bleeding. You can accidentally hit a guy in the legs 20 times in a row, wreck his legs and have him stumble to the ground (or faceplant if he was running), dragging himself to cover, continue bleeding, pass out and if the bleeding doesn't stop the unit slowly dies. Units that survive the blood loss and the wounds stops bleeding naturally (lucky mofo) and are passed out, have a chance at regaining consciousness after some period of time. If the player (or any AI unit) is losing blood, his vision, hearing, performance and stamina will continue to decline until you/he passes out and/if eventually die.
Shots that have enough power to kill (hit in immediately vital regions) doesn't necessarily kill instantly but within a few seconds, you might see yourself fall to the ground, be able to fire a few shots and get on your knees before the darkness envelops you and swallows you to the eternal void....as the blood pressure drops and the body shuts down.
Explosions are no longer calculated by simple line-of-sight = 100% damage...as it is in vanilla ARMA. If you are prone on rocky/bumpy ground (surfaces that are not flat like roads), you have a significantly higher chance of surviving otherwise dangerous explosions as the spread of shrapnel and fragmentation (no full fragmentation simulations, as it would cripple any future multiplayer adaptations of this mod) hits a much smaller surface area of your body (due to you having a much smaller profile) and the uneven soil protects from some of the overpressure and flying debris.
Getting prone now actually does something useful when under artillery (or other explosive) fire!

What does the AI overhaul do?
Being the only mod I've seen and looked at that can do what it does: it can scan for all available cover (even the ones without a class structure or appropriate names, something that vanilla ARMA3 engine can't even do), it can intelligently sort through them and decide what cover is a solid/hard/soft and/or if it can be used to hide from choppers, planes and drones. If they are high and wide enough to be hidden behind and if the cover is appropriate to the situation and/or for the angles of attack. AI units will favor solid and hard covers, rocks, sandbags, metal and stone over bushes, trees and fences. If there is no appropriate hard cover to take behind within a few seconds after coming under fire, the unit might decide it is better to get out of sight and try to relocate to a better, more solid cover later. More importantly, there is absolutely no cheating involved. The AI might not know exactly what direction the fire is coming from and hesitate on which side to take cover at first.
Most AI cover mods I've looked through cheat in this regard, drawing lines-of-sight etc to the shooter to decide what side to take cover even though the unit doesn't yet know where the attacker is...or other similar "cheats". This creates inconsistency in how the AI behaves and quite honestly breaks immersion.
Units are less prone to just stand around clueless when under fire and less likely to contemplate their existence and what they are doing with their lives...instead they are forced to seek immediate cover and sometimes even doing a stylish dive into the cover! This creates a much more dynamic looking AI behavior that is meant to mimic real player reactions and behaviors. My goal is to make the AI as indistinguishable from real human players as possible. This will however, make the AI a lot better at what it does and keeping themselves alive longer. These are trained professional soldiers, not mindless drones that can barely even hit an apple at 100m >:)
These are only a fraction of the changes I've begun doing that should vastly improve how the infantry gameplay feels and plays out.

GIF showing some of the extended animations. The cover finding algorithm is turned off in this example so the AI just keeps on running...for testing purposes.
http://gfycat.com/AdmirableFrighteningAruanas

Same example but both die immediately.
http://gfycat.com/ThisImpishBelugawhale

GIF showing how injuries and wounding is done with explosives. In this example the AI survives the first grenade but is critically wounded with a ton of shrapnel wounds all over his body (each wound bleeds independently and contributes to the overall loss of blood*). Legs are severely injured and the arms are crippled. He tries to stand up but falls on his face when the legs give out. The weapon doesn't drop on the ground yet, I'm going to finish that part tomorrow. The unit begins crawling but quickly slows down due to loss of blood...collapses on the ground and passes out. The unit will die to his wounds in around a minute and is effectively out of combat even after the first explosion. The AI is mostly disabled and made not to attack me...for testing purposes.
http://gfycat.com/EachRigidCurassow

Malheuresement, après tout ceci, plus de nouvelles de son travail.....

Niko

Ouais mais c'est bon ça. Tant le système de blessure que la gestion des IAs.

Menfin

Diantre, encore un texte façon perfide Albion ! J'y perds mon Latin ! ;D