Ready or Not

Ready or Not

33 ratings
AI Mod Configuration
By bben
Tweaked and tested with randoms for immersive and realistic gameplay.
Now a random team should be able to clear most missions (drug house, car dealership and gas station at least) with some solid teamwork (by random team standards).
   
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First of all thanks to Kronzky's spreadsheet I was able to tweak the parameters relatively quick.

I have been tweaking and testing with randoms for some time now. Random teams should now have a reasonable chance to clear most missions from my experience if they are not too sloppy and work as a team.

Now with the following configuration the suspects :

- Have a more reasonable health.
- Have average human reaction time.
- Are still deadly up close but their accuracy drops over distance.
- Are more likely to seek cover and run away when they see you.
- Are more likely to move around instead of staying where they are like a dummy.
- Are more likely to hurt and suppress you instead of outright aimbot you with OHKs. (They still headshot you sometimes by chance as in real life).

There are also more suspects now (compared to vanilla) to keep you busy so watch your ammo.

You may see more variety in the behaviors of suspects and civilians over time (e.g. fake surrender, go back to do their own thing after a while if you forget to cuff them etc) but that's not because I tweaked their behaviors. It's simply due to the fact that you now spend less time instantly killed by the AIs.

03/01/2022
Changes I have made to the original ini (1.2.0) downloaded from Kronzky’s site:

- SwatHealth from 250 to 200
- SuspectHealth from 120 to 160
- MaxSuspects from 20 to 12
- MaxCivilians from 6 to 10
- MaxRoamers from 3 to 4
- SuspectAccuracy from 5.0 to 1.2
- SuspectAccuracyLostPerMeter from 1.00 to 0.35
- SuspectTimeWithWeaponBeforeFiring from 2 seconds to 0.275 second
- SuspectCoverEvaluationCooldown from 10.0 to 2.0
- RequiredTimeSpentOnTarget from 10 seconds to 0.275 second

--------------------------------------------

Here is the ini. Only the host needs to have the AI mod for it to work.
Have FUN !

[Global]
ASTimeBetweenTargetingCivilians = 3.0
ASTimeBeforeTargetingFirstCivilian = 35.0
BTTimeUntilBombExplodes = 720
BTMaxBombs = 2
BTMaxDistanceFromSelectedBombs = 2500.0
HRMaxDistanceFromSelectedSpawner = 1500.0
HRMaxRoamers=2

PolicePresenceDecayTime = 40.0

SuspectHealth=160.0
SwatHealth=200.0
CivilianHealth=80.0

UnalertedSightRange=3000
AlertedSightRange=6000
UnalertedPerceptionHalfAngle=90
AlertedPerceptionHalfAngle=160

MaxCivilians=10
MaxSuspects=12
MaxRoamers=4

SuspectAccuracy=1.2

SuspectDefaultFireRate=1.0

SuspectRifleFireRate=0.175
SuspectRifleFireRateDeviation=(X=-0.25,Y=0.5)
SuspectSMGFireRate=0.1
SuspectSMGFireRateDeviation=(X=0.0,Y=0.5)
SuspectPistolFireRate=0.2
SuspectPistolFireRateDeviation=(X=0.0,Y=2.0)
SuspectShotgunFireRate=0.5
SuspectShotgunFireRateDeviation=(X=0.0,Y=0.5)
SuspectAccuracyLostPerMeter=0.35
SuspectAccuracyLostPerMeterSecond = 1.3

SuspectTimeWithWeaponUpBeforeFiring=0.275 ; A value in seconds

SuspectCoverEvaluationCooldown=2.0

SuspectTrackLastKnownPositionTime = 30.0
RequiredTimeSpentOnTarget = 0.275

SuspectMoraleMediumReload=0.5 ;If morale goes below this use the medium reload speed
SuspectMoraleLowReload=0.3 ;If morale goes below this use te slow reload speed

AIStunDuration = 16.0
BeanbagStunDuration = 3.0

MinMorale=0.30 ; A value from 0.0 to 1.0
MaxMorale=1.0 ; A value from 0.0 to 1.0

KickDoorMorale=0.25
KillEnemyMorale=-0.75
GrenadeDetonateMorale=-0.5
BeanbagShotgunMorale=-0.5
PepperballMorale=-0.5
TaserMorale =-1.0
BashMorale = -0.5
C2Morale = -0.75

StunHealth = 100
GrenadeStunDamage = 100
BeanbagShotgunStunDamage = 100
PepperballStunDamage = 25
TaserStunDamage = 100

MinFlees=-1
MaxFlees=2

MaxTraps=3
TrapType=Flashbang

MaxLockedDoorsPercentage = 0.225
MaxOpenDoorsPercentage = 0.075

NoExitChanceToSurrender=0.50
NoExitChanceToFakeSurrender=0.25
NoExitChanceToGoArmedAndDangerous=0.2

NoExitTimeToHesitateSuspectArmed=1.0
NoExitTimeToHesitateSuspectUnarmed=5.0
NoExitTimeToHesitateUnarmed=10.0

SuspectChanceToSpawnWithNoWeapon=0.2

TimeToFireAtDoorAfterKick=5.0

SwatAccuracy=1.0
SwatTimeWithWeaponUpBeforeFiring=0.1 ; A value in seconds

SwatRifleFireRate=0.175
SwatRifleFireRateDeviation=(X=-0.25,Y=0.5)
SwatSMGFireRate=0.1
SwatSMGFireRateDeviation=(X=0.0,Y=0.5)
SwatPistolFireRate=0.2
SwatPistolFireRateDeviation=(X=0.0,Y=2.0)
SwatShotgunFireRate=0.5
SwatShotgunFireRateDeviation=(X=0.0,Y=0.5)
SwatLessLethalFireRate=1.0
SwatLessLethalFireRateDeviation=(X=0.0,Y=0.5)
SwatAccuracyLostPerMeter=0.0

SwatCoverEvaluationCooldown=2.0
SwatTrackLastKnownPositionTime = 5.0

SwatDoorLockpickDistance=70.0
SwatDoorKickDistance=50.0
SwatDoorShotgunDistance=50.0
SwatDoorC2PlaceDistance=80.0
SwatDoorTrapDisarmDistance=70.0
SwatDoorMirrorDistance=70.0
SwatDoorWedgeDistance=50.0
SwatDoorOpenDistance=25.0 ; For Open/Close Door command

MaxDoorInteractionDistance=1000.0

[Lobby_V2]
NoExitChanceToSurrender=0.0
NoExitChanceToFakeSurrender=0.0
NoExitChanceToGoArmedAndDangerous=0.0
MaxMorale=0.0

[ron_wb_combat_01a_BarricadedSuspects]
MinMorale=0.7

[RoN_Meth_Core_BarricadedSuspects]
MaxTraps = 0

[RoN_Dealer_Core_BarricadedSuspects]

[RoN_Gas_Core_BombThreat]

[RoN_Gas_Core_ActiveShooter]

[RoN_Gas_Core_HostageRescue]

[RoN_Gas_Core_BarricadedSuspects]
MaxTraps = 0

[RoN_Gas_Core_Raid]

[RoN_Port_Core_HostageRescue]

[RoN_Farm_Core_BarricadedSuspects]
10 Comments
bben  [author] Jan 8, 2022 @ 4:01pm 
No I guess not.
Tak Jan 8, 2022 @ 8:30am 
Is there a way to increase max player count with Config?
bben  [author] Jan 2, 2022 @ 10:12pm 
Alright thx for the feedback guys I have edited and made clear in this guide of all my changes from the 1.2.0 default ini file from Kronzky for reference.

My focus has always been finding a reasonable reaction time and accuracy of the AI to feel more natural in the engagements.
bben  [author] Jan 2, 2022 @ 9:16pm 
maybe we are not seeing the same default ini for some reasom i cant fathom
:p
bben  [author] Jan 2, 2022 @ 9:09pm 
yes i want them to be more accurate
the default accuracy in the ini i came across was way too easy they cant really hit anything ino
bben  [author] Jan 2, 2022 @ 9:07pm 
somehow when i first saw it the suspect hp was 100 but maybe i was wrong its been some time since i started tweaking

suspects the ini when i first saw it was 20
civilians i changed nth whatsoever
Cryptic Jan 2, 2022 @ 10:19am 
Hey man, I am the guy who made the original guide for immersive and realistic play. I was interested to see your configuration when this popped up on my screen.

I was reading through your configuration and the suspects still have the same amount of health as default which is 160. You also just significantly lowered the amount of civilians and raised the amount of suspects. May want to balance that a bit unless you like it that way.

The AI accuracy is also slightly more accurate given the way that you set it up. The higher the number means the worse accuracy that they will have. It is in terms of their spread.

Just some feedback.
bben  [author] Jan 1, 2022 @ 11:00pm 
Download AI Mod 1.2.0 from Kronzky's site"

http://kronzky.info/ron/aimod.html

Follow the instructions in aimod_readme.txt inside the zip file


Basically:

1. You copy and paste the above and replace all content in "AILevelData.ini" once you extract everything from the downloaded zip file

2. Run the repack.bat (you can check the modified date to make sure it's packed properly)

3. Locate the game folder of RoN in your computer

4. Make a backup copy of "pakchunk0-WindowsNoEditor_0_P.pak" in your game folder

5. Replace the repacked "pakchunk0-WindowsNoEditor_0_P.pak" in your AI mod folder and replace the one in your game file


Again I'd suggest you follow the instructions in aimod_readme.txt inside the AI Mod zip file
🧙Mr. Arcana🧙 Jan 1, 2022 @ 9:45pm 
How do you use this exactly, what file/folder
osama jim laden Jan 1, 2022 @ 8:18pm 
very nice mate