Takedown: Red Sabre

Takedown: Red Sabre

Modding Ai scripts
just wondering if it possible to mod the Ai script in this game?
i found the configuration files and it seems like it possible to change some of the values,but does any1 know for sure if this is possible?
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Showing 76-90 of 131 comments
Chadington Bear Mar 20, 2014 @ 9:48am 
no1 is asking you to play,we are doin this for the benefit of those that do, if the game is dead to you fine. but all we are sayin that we are persevering with this and making this game better for those that get a kick out of it still
jebgamer Mar 20, 2014 @ 2:45pm 
Ditto what Phat said
Fatalmephisto Mar 20, 2014 @ 4:40pm 
So upon making the change to the A.I file for the aim error aspect. Damn, plays miles better. I noticed that each time i play Biolab. I keep getting close and close to completing it. God this game is addiciting. Keep up the work Phat and Jack. Its people like the two of you who will keep this game alive for us fans.
destroyer_br Mar 20, 2014 @ 6:34pm 
Originally posted by Fatalmephisto:
So upon making the change to the A.I file for the aim error aspect. Damn, plays miles better. I noticed that each time i play Biolab. I keep getting close and close to completing it. God this game is addiciting. Keep up the work Phat and Jack. Its people like the two of you who will keep this game alive for us fans.
Thanks, but I do because I like games in SWAT style, especially when you have the coop mode. This game may not be perfect but it is very fun.:tank:
Fatalmephisto Mar 20, 2014 @ 6:37pm 
Originally posted by J4CK_B4U3RC.T.U.br:
Originally posted by Fatalmephisto:
So upon making the change to the A.I file for the aim error aspect. Damn, plays miles better. I noticed that each time i play Biolab. I keep getting close and close to completing it. God this game is addiciting. Keep up the work Phat and Jack. Its people like the two of you who will keep this game alive for us fans.
Thanks, but I do because I like games in SWAT style, especially when you have the coop mode. This game may not be perfect but it is very fun.:tank:

Oh hell yeah, i can't stop playing this game.
Chadington Bear Mar 21, 2014 @ 12:33pm 
Originally posted by Fatalmephisto:
So upon making the change to the A.I file for the aim error aspect. Damn, plays miles better. I noticed that each time i play Biolab. I keep getting close and close to completing it. God this game is addiciting. Keep up the work Phat and Jack. Its people like the two of you who will keep this game alive for us fans.
cheers man..just a labour of love really...but glad you enjoy the changes
Chadington Bear Mar 21, 2014 @ 12:35pm 
sorry been away for a while guys but am back now so will keep on tweeking
AzMi Mar 22, 2014 @ 5:45pm 
Great, I was searching for such discussion :) thanks for help with repairing the game! I've changed the time needed to aim for enemies and now it's playable (600 works perfectly for me) :) I'd also like to ask if it's possible to change something so I could walk while leaning, it'd be very helpful.
I'll be checking the forum regularly and inform You if I succeed with any new "experimental improvement".
Cheers!
jebgamer Mar 22, 2014 @ 6:10pm 
@Tactical Sloth :: Which element in which INI file did you change to 600?
AzMi Mar 22, 2014 @ 6:16pm 
Originally posted by jebgamer:
@Tactical Sloth :: Which element in which INI file did you change to 600?

DefaultAI->BaseAimError.
jebgamer Mar 22, 2014 @ 6:36pm 
Originally posted by Tactical Sloth:
Originally posted by jebgamer:
@Tactical Sloth :: Which element in which INI file did you change to 600?

DefaultAI->BaseAimError.
ty
jebgamer Mar 24, 2014 @ 7:15pm 
In addition to the DefaultAI.ini settings posted here:

[TakedownGame.TakedownAI]
;
; edited 3/23/14
;BaseAimError the lower this value,the less accurate the AI is
;org BaseAimError=600.0
BaseAimError=175.0


&

;Response_MinEnemySeenTime adjusting this value lengthens or shortens the amount of time needed for the AI to recognise a target
;org Response_MinEnemySeenTime=0.5f
Response_MinEnemySeenTime=3.5f

The AI Notice Delay was also increased

;GrenAwarnessDelay adjusting this value increases or decreases how long the AI is delayed in noticing a target
; edited 3/24/14 - AI now has a more natural response, but it's not perfect.
;org GrenAwarnessDelay=0.5f
GrenAwarnessDelay=3.5f


Last edited by jebgamer; Mar 24, 2014 @ 7:17pm
Fatalmephisto Mar 24, 2014 @ 7:30pm 
WOW, i did those changes on my end and it feels rather nice. Thanks man. Awesome stuff.
jebgamer Mar 29, 2014 @ 5:08pm 
Have been testing out this DefaultAI.ini load and it makes the AI almost human. Almost.
[TakedownGame.TakedownAI]

; edited 3/23/14
;BaseAimError the lower this value,the less accurate the AI is
;org BaseAimError=600.0
BaseAimError=175.0

;AimUpdateInterval increasing this value slows down the AI tracking, adjust in milliseconds
AimUpdateInterval=(X=0.1,Y=0.2)

;Response_MinEnemySeenTime adjusting this value lengthens or shortens the amount of time needed for the AI to recognise a target
;org Response_MinEnemySeenTime=0.5f
Response_MinEnemySeenTime=3.5f

;Response_EnemyTooLongNoSeeTime adjusting this value determines how long AI will track an enemy after losing sight of a target
Response_EnemyTooLongNoSeeTime=20.f

;GrenAwarnessDistance adjusting this value increases or decreases awareness radius
GrenAwarnessDistance=700.f

;GrenAwarnessDelay adjusting this value increases or decreases how long the AI is delayed in noticing a target
; edited 3/24/14 - AI now has a more natural response.
;org GrenAwarnessDelay=0.5f
GrenAwarnessDelay=3.5f

;OverwatchHearNoiseRadius adjusting this value increases or decreases the distance in which the AI will hear enemy activity
OverwatchHearNoiseRadius=500.f

;TimeToLoseInitialVisibility adjusting this value increases or decreases how long after losing sight of a target the AI will track an enemy for
fTimeToLoseInitialVisibility=2.25f

The file locatation is here: \steam\steamapps\common\Takedown Red Sabre Early Access\TakedownGame\Config

The file's name is: DefaultAI.ini

Please pass any questions or comments back through the forum or PM.
destroyer_br Mar 29, 2014 @ 7:57pm 
Jeb, I have not tested your mod, but I'll try to test it since I made one for myself the way I like it and my friends liked, where I give more importance to a greater difficulty for the AI, making it moves over the flanks and the back and has a slightly faster response time to realize the enemy.
Here is my modification.

DefaultAI
BaseAimError=750.0 ------700
Response_MinEnemySeenTime=0.5f -----1.0
Response_EnemyTooLongNoSeeTime=10.f -----20

GrenAwarnessDistance=700.f ----- 2000
GrenAwarnessDelay=0.5f -----1.5

OverwatchHearNoiseRadius=1000.f -----2000
fTimeToLoseInitialVisibility=2.25f ----- 4.25

DefaultGame
ServerName="Takedown Red Sabre"
bFriendlyFire=true ---- false
Difficulty=0 ---- 1
[TakeDownGame.TDLobbyGame]
MaxPlayers=12 ---- 6
AngularBoneSpringStrength=.2 ---- 4
LeanDuration=0.15 ---- 0.30
SprintMovementModifier=1.5 ---- 3.0
MinimumCoverDistance_AgainstThis=128 ----228

DefaultWeapon
[TakedownGame.TDAmmoClip_Grenade]
Capacity=2 ----4
[TakedownGame.TDAmmoClip_Flashbang]
Capacity=2 ---- 4

TakedownGame

[Engine.DecalManager]
DecalLifeSpan=10.0 ---- 300.0
Last edited by destroyer_br; Mar 29, 2014 @ 7:58pm
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