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==== Aural perception ==== | ==== Aural perception ==== | ||
Noises made by the player as well as thrown objects or noise arrows produce a propagated sound of a specified volume. The propagated sound's volume decreases linearly with increasing distance from the source. When it reaches an AI the alert_aud_thresh value is subtracted and the remaining volume (if it is greater than 0) is added to the alert level of an AI. | Noises made by the player as well as thrown objects or noise arrows produce a propagated sound of a specified volume. The propagated sound's volume decreases linearly with increasing distance from the source. When it reaches an AI the alert_aud_thresh value is subtracted and the remaining volume (if it is greater than 0) is added to the alert level of an AI. | ||
==== | ==== Tactile perception ==== | ||
Tactile perception gets triggered, when the AI collision model touches the player's collision model. | Tactile perception gets triggered, when the AI collision model touches the player's collision model. | ||
==== Perception and Alarms ==== | ==== Perception and Alarms ==== |
Revision as of 19:32, 17 February 2017
THIS PAGE IS A WORK IN PROGRESS
Spawnargs and Game Mechanics
In order to understand the influence of the spawnargs on game mechanics, I want to give a simplified insight into the mechanics. For this I have decided to categorise them into four subgroups: AI perception, Combat, Interaction between AIs and player out of combat, and others.
AI perception
In the centre of each stealth game lies the perception of the AIs. This includes the ability of AIs to see, hear, and touch its environment. The chance to percieve anything with the respective sense is multiplied with the respective acuity_* spawnarg at some point. If the AI is drunk all these factors are multiplied with the drunk_acuity_factor (default 0.5), which reduces the chance of the AI to notice the player.
Visual perception
In general, when an object with an AIUse spawnarg comes into the field of vision of an AI, the AI gets a visual STIM. The chancenotice* spawnargs influence if the AI reacts to the STIM and the argument of the AIuse spawnarg (not listed in the table) determines how the AI reacts. For example if the AI gets a visual STIM of another friendly AI it will greet, while it will attack a hostile AI on sight. The chance to spot the player follows a more complex algorithm and is influenced by the brightness of the light gem, the distance to the AI and the visual acuity of the AI (acuity_vis). You can check the Visual scan article for further information.
Aural perception
Noises made by the player as well as thrown objects or noise arrows produce a propagated sound of a specified volume. The propagated sound's volume decreases linearly with increasing distance from the source. When it reaches an AI the alert_aud_thresh value is subtracted and the remaining volume (if it is greater than 0) is added to the alert level of an AI.
Tactile perception
Tactile perception gets triggered, when the AI collision model touches the player's collision model.
Perception and Alarms
When an AI perceives anything suspicious, it adds to the AI's alert level. When this counter exceeds a certain amount (alert_thresh#), the AI will reach the next alert stage. In order to prevent the alert level to ramp up too quickly there is a grace period (alert_gracetime#) during which a new suspicious stim will not further alert the AI. This period can be termintaed if the new stim during the grace period is too strong (exceeds the former addition to the alert level multiplied with the "alert_gracefrac#" value) or if there are too many stims in quick succession (exceeding the alert_gracvecount#). Above the "idle" state (0) there are five alert stages:
- 1: Observant (bark, but otherwise no reaction)
- 2: Suspicious (bark, look, may stop and turn)
- 3: Searching (Investigation)
- 4: Agitated Searching (Investigation, Weapon out, AI is quite sure that there is someone around)
- 5: Combat.
The AI will stay in this alert state for a time determined by "alert_time#". Please note, that as soon as an AI has drawn its weapon it will not recede to the regular idle state, but instead to the "alert idle" state, in which the AI will not put away its weapon. This state may result in a different behaviour of the AI as before (e.g. a former stationary AI starts patroling).
acuity_aud | AI aural acuity (in percent) |
acuity_env | AI environmental acuity. How sensitive the AI is to things that have changed in its environment. |
acuity_other | AI generic acuity for scripted events. You can call this alert type on an entity with entity.Alert( <char *type>, <float amount>). This will alert the entity by amount * acuity_other in your script. |
acuity_tact | AI tactile acuity (in percent) |
acuity_vis | AI visual acuity (in percent) |
alert_aud_thresh | Threshold of audibility for the AI. This is in dB of sound pressure level (SPL). The real life value for humans is around 20 (a barely heard whisper). Changing this by even 0.1 has a large effect on sound propagation behavior, because propagated sounds below this volume are not heard at all. NOTE if this is not set, it gets the value from soundprop global settings. |
alert_gracecount# | If the number of additional alerts for an AI in alert state # during the grace period exceeds the grace count, the grace period will be terminated. |
alert_gracefrac# | An alert that is higher than the last increase times the grace fraction will terminate the grace period for an AI in alert state #. |
alert_gracetime# | After being alerted, the AI in alert state # will ignore additional alerts during the grace period (in seconds), to avoid adding up the alert level too quickly. |
alert_thresh# | The alert level threshold for reaching alert state #. |
alert_time# | The time it takes for the alert level to ramp down from the upper to the lower threshold in alert state # (in seconds). |
chancenoticeblood | Chance to notice the visual stim of blood |
chancenoticebrokenitem | Chance to notice the visual stim of a broken item |
chancenoticedoor | Chance to notice the visual stim of an open door that should be closed |
chancenoticelight | Chance to notice the visual stim of a light that should be on |
chancenoticemissingitem | Chance to notice the visual stim of a missing item |
chancenoticemonster | Chance to notice the visual stim of a monster |
chancenoticeperson | Chance to notice the visual stim of other persons |
chancenoticepickedpocket | Chance to notice that an object bound to the AI has been stolen |
chancenoticerope | Chance to notice the visual stim of a rope created by a rope arrow |
chancenoticesuspiciousitem | Chance to notice the visual stim of suspicious items |
chancenoticeundead | Chance to notice the visual stim on an undead |
chancenoticeweapon | Chance to notice the visual stim of suspicious weapons |
drunk_acuity_factor | If the AI is drunk, their acuities (visual, hearing, tactile) will be reduced by this factor. |
fov | Full field of view in degrees. Will be used for both horizontal and vertical fov unless vertical is explicitly specified. |
fov_rotation | A vector of 3 space-delimited angles applied to rotate the AI's field of view relative to their head joint. For most heads, the angles are: yaw pitch roll. |
fov_vert | Full vertical field of view in degrees. Leave blank or set to -1 to use the same value as the horizontal fov. |
headturn_chance_idle | The chance for random head turning while idle (0 0-1 0) |
headturn_factor_alerted | The headturning chance gets multiplied by this amount when the AI is alerted |
Combat
When stealth fails, the player always has the option to fight AIs instead of fleeing. However, combat in TDM is meant as a last resort and will ruin any stealth scores. Also, a common setting prohibits killing civilians (AI with the spawnarg "is_civilian" set to 1) and even any AIs on higher difficulties. The difficulty of a fight is influenced by two factors (not counting the player's skills): The difficulty setting in the menu and the difficulty setting of the AI (novice, trained, skilled, see Melee sets).
Melee Combat
Melee Combat difficulty is mainly dependent on two factors: How well and often can the AI parry and how well and often does the AI attack. These two factors are not only influenced by the general skill of the AI, but also by the actions of the player and thus require a couple of spawnargs.
Ranged Combat
Spawnarg | Explanation |
armor | Type of armor the AI is wearing (may vary depending on hit zone). The damage multipliers are: leather 0.75, chain 0.5, plate 0. |
attack_accuracy | Maximum angular offset to randomly offset the monster's aim when firing missiles |
attack_cone | Monster can only throw projectile within this cone relative to his direction. |
bleed | If set to true, this entity will bleed, e.g. spawn blood particles and decals when hurt. |
damage | Damage definition if it damages things it collides with. |
damage_zones | There are different hit zones for AI that variy the damage recieved from the player. |
damage_scale "zone" | Factor by which damage in the given zone is multiplied. |
def_melee_set | The defined melee set that describes the fighting skills. The levels are "novice", "trained", and "skilled" and are further modiefied by the difficulty of the game. |
health | Amount of damage to receive before dying. |
health_critical | When the health drops below this value, the AI will flee. Set this to 0 for AI that don't wet their pants. |
is_civilian | If true, the AI is a civilian. Defaults to 0. |
melee_damage | Damage dealt with a melee weapon. |
melee_damage_mod | When the AI hits with a melee weapon, this multiplies the default damage done by the weapon. Is depending on difficulty and is replaced by melee_sets. Ranges from 0.8 to 1.4. |
melee_predicts_proximity | If true, AI takes the current velocity of itself and its enemy into account to predict whether it will hit the enemy in the future if it starts a melee attack now. All but the stupidest AI should do this. |
melee_predicted_attack_time | The amount of time in milliseconds that the AI uses to predict whether it will hit its enemy if it starts its attack now. Should roughly correspond to the time it takes before the attack animation is threatening to an enemy in front of them. This baseline can be set on an AI for empty-hand attacks, then may be overwritten by individual weapons if their attack animations are slower/faster than this baseline. |
melee_range | do melee attack when within 3x this range |
melee_rep_attack_time | |
move_speed | The movement speed of AIs is dependent on their animations and animation rate. The animation rate can be changed with the anim_rate_X (X = animation name). |
outofreach_projectile_delay_max | Maximum period to wait between throwing player-out-of-reach projectiles in seconds |
outofreach_projectile_delay_min | Minimum period to wait between throwing player-out-of-reach projectiles in seconds |
outofreach_projectile_enabled | Ability to throw player-out-of-reach projectiles at the player. |
pain_threshold | How much damage monster has to receive in one blow for it to play a pain animation. |
unarmed_melee | Set this to 1 when this type of AI doesn't need melee weapons to fight. This is usually true for spiders, undead and such. Humans are wimps and need weapons. |
unarmed_ranged | Set this to 1 when this type of AI doesn't need weapons for ranged combat. This is usually true for belchers. |
Interaction between AI and player
Apart from combat there are other ways the AIs and the player can interact with each other and the environment. The player can blind or knock out an AI, the AI can get alerted (through seeing the player as well as other clues that someone is sneaking about) and both can switch lights on or off, etc.
blind_time | The time span in seconds the AI is staying in 'blinded' state when hit by a flashbomb or -mine. |
can_be_flatfooted | If set to true, the AI becomes flat-footed in certain combat situations. This means they're unable to run at the player, but can still turn to face the player. |
can_drown | If true, the AI will drown if it gets under water, either by walking in or by being dropped in unconsciously. Set to '0' to make them breathe under water. |
canlighttorches | AI ability to switch on torches |
canoperatedoors | AI ability to handle doors |
canoperateelevators | AI ability to handle elevators |
canoperateswitchlights | AI ability to operate light switches |
cansearch | Whether the AI can conduct a search or not |
cansearchcooperatively | ability to participate in a coordinated search |
flatfooted_time | The duration in milliseconds that this AI remains flat footed after a combat action triggers this state. |
gas_immune | 0 = not immune, 1 = immune to gas |
is_mantleable | If set to 1, this entity is not mantleable by the player. Defaults to 0. |
ko_alert_immune | If true, the AI is immune to knockouts when alerted at or above the alert state defined in 'ko_alert_state'. |
ko_alert_immune_state | Alert state number at which immunity behavior changes. |
ko_alert_state | Alert state number at which knockout behavior changes. |
ko_angle_alert_horiz | Horizontal knockout cone angle when the AI is alerted at or above 'ko_alert_state'. |
ko_angle_alert_vert | Vertical knockout cone angle when the AI is alerted at or above 'ko_alert_state'. |
ko_angle_horiz | Defines a horizontal cone angle extending backwards from the direction AI is looking. Anywhere within this cone and the vertical cone is a valid KO. |
ko_angle_vert | Defines a vertical cone angle extending backwards from the direction AI is looking. Anywhere within this cone and the horizontal cone is a valid KO. |
ko_immune | 0 = not immune, 1 = immune to blackjack |
ko_rotation | A vector of 3 space-delimited angles applied to rotate the AI's blackjack acceptance cone relative to their head joint. For most heads, the angles are: yaw pitch roll. |
ko_spot_offset | Defines the center of the head for knockout testing purposes. Vector offset from the head attachment joint to the desired head center point. The possible knockout cone extends back from this point. |
ko_zone | Name of the damage zone that must be hit for a possible knockout. Set this blank (i.e. : 'ko_zone' ) to make the AI immune to KOs from the blackjack. |
pickpocket_alert | Incremental alert value to be added to an AI's current alert level |
pickpocket_delay_max | Maximum delay before reacting to a picked pocket in milliseconds |
picpocket_delay_min | Minimum delay before reacting to a picked pocket in milliseconds |
push_player | Set this to 1 to let this entity push the player (default is 0). |
sneak_attack_alert_state | Alert state number at which the AI can no longer be sneak attacked. |
sneak_attack_mult | Damage multiplier applied to ALL damage when AI is damaged at an alert level below that defined in 'sneak_attack_alert_state'. |
team | Monsters do not actively attack players or monsters with the same team number. For common team numbers see AI Relations (Editing). |
Human AIs
Human AIs are somewhat special as the spawnargs are defined by the entity definition as well as the definition of the head. This leads to a great number of combinations and is the reason that heads are discussed here as well as the various human classes. In order to make this article as clear as possible, in the first table the base values for human AIs are stated. In the class specific tables only changes to these base values are listed.
Base Values
This table lists all base values for human AIs in alphabetical order.
Spawnarg | Base Value |
acuity_aud | 100 |
acuity_env | 100 |
acuity_other | 100 |
acuity_tact | 100 |
acuity_vis | 100 |
alert_aud_thresh | 18.8 |
alert_gracecount1 | 5 |
alert_gracecount2 | 5 |
alert_gracecount3 | 4 |
alert_gracecount4 | 4 |
alert_gracefrac1 | 1.2 |
alert_gracefrac2 | 1.2 |
alert_gracefrac3 | 1.2 |
alert_gracefrac4 | 1.0 |
alert_gracetime1 | 2 |
alert_gracetime2 | 2 |
alert_gracetime3 | 3 |
alert_gracetime4 | 2 |
alert_thresh1 | 1.5 |
alert_thresh2 | 6 |
alert_thresh3 | 10 |
alert_thresh4 | 18 |
alert_thresh5 | 23 |
alert_time1 | 5 +/- 1.5 |
alert_time2 | 8 +/- 2 |
alert_time3 | 25 +/- 8 |
alert_time4 | 65 +/- 20 |
alert_time5 | |
armor | variable |
attack_accuracy | 2.3 |
attack_cone | 70 |
bleed | 1 |
blind_time | 8 +/- 4 |
can_be_flatfooted | 1 |
can_drown | 1 |
canlighttorches | 1 |
canoperatedoors | 1 |
canoperateelevators | 1 |
canoperateswitchlights | 1 |
cansearch | 1 |
cansearchcooperatively | 1 |
chancenoticeblood | 1.0 |
chancenoticebrokenitem | 1.0 |
chancenoticedoor | 1.0 |
chancenoticelight | 0.9 |
chancenoticemissingitem | 1.0 |
chancenoticemonster | 1.0 |
chancenoticeperson | 1.0 |
chancenoticepickedpocket | 0.5 |
chancenoticerope | 1.0 |
chancenoticesuspiciousitem | 1.0 |
chancenoticeundead | 1.0 |
chancenoticeweapon | 1.0 |
damage | 34 |
damage_zone | head, chest, torso_low, left_arm, right_arm, legs |
damage_scale head | 2 |
damage_scale chest | 1.5 |
damage_scale torso_low | 1.0 |
damage_scale left_arm | 0.3 |
damage_scale right_arm | 0.3 |
damage_scale legs | 0.4 |
def_melee_set | variable |
drunk_acuity_factor | 0.5 |
fov | 150 |
fov_rotation | 0 -20 0 |
fov_vert | 120 |
gas_immune | 0 |
headturn_chance_idle | 0.3 |
headturn_factor_alerted | 2 |
health | variable |
health_critical | 15 |
is_civilian | 0 |
is_mantleable | 0 |
ko_alert_immune | 0 |
ko_alert_immune_state | 5 |
ko_alert_state | 4 (as soon as weapon is drawn) |
ko_angle_alert_horiz | 110 |
ko_angle_alert_vert | 180 |
ko_angle_horiz | 360 |
ko_angle_vert | 360 |
ko_immune | 0 |
ko_rotation | 0 0 0 |
ko_spot_offset | 2 -2.5 0 |
ko_zone | head |
melee_damage | variable |
melee_damage_mod | 0.6 - 1.4 |
melee_predicts_proximity | 1 |
melee_predicted_attack_time | 750 |
melee_range | 0 |
melee_rep_attack_time | 10000 |
outofreach_projectile_delay_max | 7.0 |
outofreach_projectile_delay_min | 10.0 |
outofreach_projectile_enabled | 1 |
pain_threshold | 1 |
pickpocket_alert | 0 |
pickpocket_delay_max | 25000 |
picpocket_delay_min | 5000 |
push_player | |
sneak_attack_alert_state | 2 |
sneak_attack_mult | 2.0 |
stamina | player only |
team | variable |
unarmed_melee | 0 |
unarmed_ranged | 0 |
Heads
Different heads can change the cones of the field of vision and the ko volume, so it it is advisable to check if any AI you encounter wears a hat or helmet and/or an eye patch. Please note that even though many AIs wear helmets, this only reduces the cone in which you can knock out the guard. Only the ones with neck protecting elite helmets (see Heads Available for AI) are in general immune to being knocked out (i.e. the cone you have to hit with the blackjack is reduced to 0).
Spawnarg | Heads with an eye patch | Heads with hoods | Head with a straw hat | Heads with non-brimmed helmet | Heads with non-brimmed saxon helmet | Heads with brimmed City Watch helmet | Heads with elite helmet | Heads with brimmed City Watch helmet and an eye-patch | Heads with elite helmet and an eye-patch |
Heads | Builder Guard Head 6,Commoner Default Heads 2, 12, Commoner Default Head 12 | Commoner Default Heads 1,10 | Commoner Default Head 3 | Commoner Default Heads 6, 7, 13, 16 | Commoner Default Heads 14, 15 | City Watch Heads 1 - 4, 6 - 8 | Elite Guard Heads 1,2 | City Watch Heads 5, 10 | Elite Guard Heads 3 |
fov | 110 | 80 | 150 | 150 | 110 | 150 | 150 | 110 | 110 |
fov_rotaion | -30 -20 0 | 0 -35 0 | 0 -35 0 | 0 -30 0 | 0 -30 0 | 0 -30 0 | 0 -30 0 | 0 -30 0 | |
fov_vert | 120 | 95 | 100 | 120 | 120 | 100 | 120 | 100 | 120 |
ko_angle_alert_horiz | 110 | 110 | 110 | 110 | 110 | 110 | 0 | 110 | 0 |
ko_angle_alert_vert | 180 | 180 | 180 | 180 | 180 | 180 | 0 | 180 | 0 |
ko_angle_horiz | 360 | 360 | 360 | 110 | 110 | 110 | 0 | 110 | 0 |
ko_angle_vert | 360 | 360 | 360 | 180 | 180 | 180 | 0 | 180 | 0 |
ko_alert_immune_state | 5 | 5 | 5 | 4 | 4 | 4 | all | 4 | all |