Ready or Not - AI Mod Configuration

Prepared or Not: AI Mod Configuration

By bben

Tweaked and examined with randoms for immersive and practical gameplay.

Now a random workforce ought to have the ability to clear most missions (drug home, automobile dealership and gasoline station no less than) with some stable teamwork (by random workforce requirements).

Content material

To start with due to Kronzky’s spreadsheet I used to be capable of tweak the parameters comparatively fast.

I’ve been tweaking and testing with randoms for a while now. Most groups ought to now have the ability to clear most missions from my expertise if they aren’t too sloppy and work as a workforce.

Now with the next configuration the suspects :

– Have a extra affordable well being.

– Have common human response time.

– Are nonetheless lethal up shut however their accuracy drops over distance.

– Usually tend to search cowl and run away once they see you.

– Usually tend to roam within the map as a substitute of staying the place they’re like a dummy.

– Usually tend to damage and suppress you rather than outright aimbot you with OHKs. (They nonetheless headshot you generally by likelihood as in actual life).

There are additionally extra of them now (in comparison with vanilla) to maintain you busy (so watch your ammo).

You may even see extra selection within the behaviors of suspects and civilians over time (e.g. pretend give up, return to do their very own factor after some time for those who neglect to cuff them and so forth) however that is not as a result of I tweaked their behaviors. It is merely as a result of the truth that you now spend much less time immediately killed by the AIs.

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Right here is the ini. Solely the host must 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=120.0

SwatHealth=250.0

CivilianHealth=80.0

UnalertedSightRange=3000

AlertedSightRange=6000

UnalertedPerceptionHalfAngle=90

AlertedPerceptionHalfAngle=160

MaxCivilians=6

MaxSuspects=20

MaxRoamers=3

SuspectAccuracy=5.0

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=1.00

SuspectAccuracyLostPerMeterSecond = 1.3

SuspectTimeWithWeaponUpBeforeFiring=2.0 ; A price in seconds

SuspectCoverEvaluationCooldown=10.0

SuspectTrackLastKnownPositionTime = 30.0

RequiredTimeSpentOnTarget = 0.3

SuspectMoraleMediumReload=0.5 ;If morale goes under this use the medium reload velocity

SuspectMoraleLowReload=0.3 ;If morale goes under this use te sluggish reload velocity

AIStunDuration = 16.0

BeanbagStunDuration = 3.0

MinMorale=0.30 ; A price from 0.0 to 1.0

MaxMorale=1.0 ; A price 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 price 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/Shut 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]

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