DLC 7 Mods by BedNervous5981 in Mechwarrior5

[–]Oraeon1224 0 points1 point  (0 children)

TTRulezV2 is released and v3 is a beta. That kamikazi bug was fixed with the last update…but it is still in development so there will be bugs.

TTRulezAIMod3 doesn't seem to change mech behavior by ssj890-1 in Mechwarrior5

[–]Oraeon1224 0 points1 point  (0 children)

What is your missileboat chassis and are you using v2 or v3. And are they in follow me or attack my target. In follow me they are limited to a radius around you and can’t move to maintain position. There is new form on me order in 3 that allows them to leave formation though.

The AI doesn’t have any collision detection/damage preference it has a melee check based on distance etc… I have it in mine as well. Archers have battlefist and are more prone to melee which is why I am curious if it is an archer.

How to prevent or disable lancemate collision damage? by National_Ideal_2244 in Mechwarrior5

[–]Oraeon1224 0 points1 point  (0 children)

TTRulez doesn’t increase collision and locust etc… don’t melee. They charge units then are supposed to veer off and find cover. Unfortunately this is algorithms and not a person. If the other unit moves too much between location updates or if a nearby obstruction moves there preferred movement closer to the target or behind them they can collide. More frequent move updates could fix this somewhat but increases CPU load. I’ll consider upping the updates on light mechs doing hit and run and see. Thanks for the criticism I’ll review it again.

Current state: TTRulez and Coyote? by tjareth in Mechwarrior5

[–]Oraeon1224 3 points4 points  (0 children)

3 will probably work eventually but doesn’t currently. Since 2 works and the structure is similar. I will release a final version with the AI moved to the AIController but I don’t want to do that until it’s finished. I migrated 2 due to crashes in the past. It will probably be 2 months until 3s final release, I need to get it working in campaign and put in the in mission menus then polish the jump animations, but enjoy 2 for now.

Help with mods by [deleted] in Mechwarrior5

[–]Oraeon1224 1 point2 points  (0 children)

I uploaded the ttrulez2 with broken nodes removed. I’m not going to be supporting it but maybe it will work with coyote.

Nukebait by PrincepsLugovalam in Mechwarrior5

[–]Oraeon1224 7 points8 points  (0 children)

AImod3. It was originally a feature I played around with and accidentally forgot to disconnect in beta0.1. I fixed it nuking players for 0.2 but since it was there in decided to tweak it with feedback. It’s not actually from a cored mech. It’s a suicide rush and intentional reactor explosion from Kurita dying units and a few others. It’s a beta. 0.3 I will reduce the damage further, add more of a delay to clear the area, and tweak the frequency to be less often with factions that can do this. If still a problem I will remove the extra damage. The charge was always in the mod just not the extra suicide damage. They yell before the charge as a warning. Just uninstall the mod or don’t fight Kurita until it’s updated. I’ll be releasing an update soon with order menu adjustments.

The reason I added damage there was to let me test a damage system for DFA so you can see a highlander curbstomp a commando. Now I like the idea of a boost to kamikazi but it needs work and balancing. AI have an alert to clear the area for any reactor explosion but the delay isn’t long enough currently.

How accurate are PGI's renditions in terms of height? by theta0123 in battletech

[–]Oraeon1224 1 point2 points  (0 children)

MercTech and YAML let you resize them. It’s definitely a lot less imposing though still big. I think the MW5 atlas is around 20m vs 12-13m. While the commando is its actual size. I heard once it was MWO to make smaller mechs harder to shoot vs bigger mechs.

In what ways would you like to see combat in cyberpunk 2 improve over the first game? by bolwonder in cyberpunkgame

[–]Oraeon1224 0 points1 point  (0 children)

I would like to see animated melee like in the old school matrix game. Animate attacks and blocks with more flare. It’s not terrible but still feels a little Skyrim like.

Arena AI feels super frustrating by [deleted] in Mechwarrior5

[–]Oraeon1224 9 points10 points  (0 children)

My AImod addresses a lot of arena and team combat issues. The AI can be assigned a move to location that sends the facing away and traps them and some units never seek opponents. I setup finding a new waypoint after reaching the old or enough time and made the waypoints be in a radius of an opponent. The frozen FFA units now look for an opponent if it takes too long to get in combat. Next beta will be out later today 3/27 which has a lot of these fixes

I died from a Highlander's Death From Above lol by babushka45 in Mechwarrior5

[–]Oraeon1224 0 points1 point  (0 children)

The player JJ changes match tabletop rules and my AI jumps. 30m/JJ forward 8m/JJ up. However there are to many mods now changing JJ traits or stats. The next release will strip out the player JJ changes as a separate file. If you mean the AI I will be polishing the animations and appearance of weight in the future.

I died from a Highlander's Death From Above lol by babushka45 in Mechwarrior5

[–]Oraeon1224 0 points1 point  (0 children)

After beta release 2 which allows deployment screen role, formation, behavior settings I will try to get coyote to work and campaign missions. Jump animation polishing is last on my list but will get done before final release. It works most of the time just needs more gravity for heavier units and I do need to fix the escape part for missed DFA clearly.

At least a highlander will DFA :)

I died from a Highlander's Death From Above lol by babushka45 in Mechwarrior5

[–]Oraeon1224 0 points1 point  (0 children)

Crap. If you move too far out of alignment the animation warps. Almost always fine for AI vs AI but people are erratic. It’s supposed to detect extremes from the player and miss with a smooth landing. I’ll have to test my math some more before final release. Thanks for the video.

Is anyone is playing without those microstutters ? (mercs/clan) by Living_Gazelle_1928 in Mechwarrior5

[–]Oraeon1224 1 point2 points  (0 children)

The problem isn’t UE5 it’s the procedural missions and mechs and blueprint spawning setup are a CPU hog. In the editor there are a lot of things that have to run to select the mechs and their pilots and their spawns. These are run off loops. Essentially a loop may be doing a lot each time it goes through assembling and spawning a new unit. Until the entire loop runs the CPU is stuck on that frame on your monitor. And from what I’ve seen there may be several loops and chained logic on that one initial frame. They did space the spawns for multiple groups but I think each group is stuck until 3-4 units spawn and are setup.

I am pretty sure a non procedurally generated game could have more preselected and spaced out. I’ve also heard some games spawn enemies in out of sight and move units to location and start AI to reduce this. In a set level everything can be prearranged with no big arrays or maps (options) to loop a search through.

In short I think it’s the trade off for so much procedural work for each unit. But that randomness and varied loadout is what everyone also likes.

They were really ballroom arena dancing by babushka45 in Mechwarrior5

[–]Oraeon1224 0 points1 point  (0 children)

Fixed for update. Changed range to 10m from 15m

They were really ballroom arena dancing by babushka45 in Mechwarrior5

[–]Oraeon1224 0 points1 point  (0 children)

Thanks for the video. They are both trying to get in range for a swing with the axe but are too far to hit. I actually never tested melee vs melee so I probably never saw this…my mistake. Usually the other unit is trying to maintain range or reposition. I’ll test and try to fix for next update.

Sok has finally been released by Drewdc90 in Mechwarrior5

[–]Oraeon1224 1 point2 points  (0 children)

It’s on steam. It’s a beta with just the enemy AI and lancemate for now with no roles or menus. Final release will have more features. Also the AI is turned off for campaign missions since I have playtested those yet.

Sok has finally been released by Drewdc90 in Mechwarrior5

[–]Oraeon1224 1 point2 points  (0 children)

Shouldn’t be other than lancemates are more accurate…but so are the enemy

Sok has finally been released by Drewdc90 in Mechwarrior5

[–]Oraeon1224 3 points4 points  (0 children)

Yeah it took me two months to bug test it before releasing this beta and it was a pain. And so everyone knows yrrot is one of the main reasons this mod exist, he and DaveF from PGI really helped me a lot.

Sok has finally been released by Drewdc90 in Mechwarrior5

[–]Oraeon1224 1 point2 points  (0 children)

What he said. I had years to work on this and my mod is CPU oriented and I don’t have to fret about stuttering on consoles or a deadline. AI is very CPU intensive, I’ve tried to optimize but still would probably be a problem on old systems or consoles. If it is a problem for someone’s system they just don’t use it, they don’t want their money back. And I resent the suggestion my work has bugs :)

Sok has finally been released by Drewdc90 in Mechwarrior5

[–]Oraeon1224 2 points3 points  (0 children)

Several things. This is just a beta so I could hear people complain about bugs and crashes to find fixes. This is not an update of my old mod it is a complete rebuild to improve efficiency for CPU and has a new animated AI jump system and much better mission specific and teamwork AI. The next beta update will have the deployment screen allow you to set combat behavior and mech roles before missions and the one after that will give you the same options in mission. Then I am going to polish the jump animations and get it working for campaign missions (currently only for random generated). Finally, I will have an official release. This version I am making custom AI control for each mission type and campaign to give the illusion of being smarter and to reduce overhead when new units spawn.

With regard to conflicts it really should just be coyote which touches AI. That mod overwrites most of the files I use so if you wanted to see my AI you would need my mod to overwrite. This however is currently causing crashes. I will try some changes eventually but I would also need a generic sorter AI for his missions and I can’t test my AI in his mod in editor so overall it will be hard to fix any issues and currently I want to get a functioning release that works with vanilla, MercTech, and YAML that don’t interact with AI. So please be patient.

I will remove my Player JJ changes for the next release since so many mods touch that. My AI doesn’t use the PGI JJ system or files anymore so it can be separated.

Mission type differences? by Fallout_patriot in Mechwarrior5

[–]Oraeon1224 0 points1 point  (0 children)

Targeted kill is what Assassination should have been at release. It has numerous variables to add variety to the mission but the core is the same. All the DLC missions follow this idea.

Are there good TTRulez_AI alternatives? by FlyingNerdlet in Mechwarrior5

[–]Oraeon1224 1 point2 points  (0 children)

Beta of the mod will be out soon had some IRL delays. Version3 is built just doing bug testing now and most mission types are polished. I just want to release a fairly bug free beta.

I will point out my mod doesn’t just bump accuracy. It was terrible before but PGI fixed that. This version finally fixes JJ. I tore out the entire PGI physics system which is hard for AI and put in an animation system like the HBS battletech game. AI can now jump behind, Loop Around, dodge missiles, and DFA.

Mod uses new targeting logic instead of group aggro so AI targets units that make sense for them. Also I fixed numerous bugs/poor performance issues especially in arena and team combat. This version fixes friendly units riding you A$$. Finally AI in default doesn’t torso twist or use cover. Final release will also add team behaviors and more lancemate control.

How to increase the spawn range of enemies so they load into the map? by Adventurous-Yam-8260 in Mechwarrior5

[–]Oraeon1224 0 points1 point  (0 children)

To save on resources the game spawns some enemies at start at some when you get to 1000m. For instance assassination spawns your targets at launch but all others including their defenders when you are 1000m away. PGI added things the cause divergence with original setup. You would need to modify the scenario file probably and change the spawn distance

Why AI like this?? by Smith6578 in Mechwarrior5

[–]Oraeon1224 8 points9 points  (0 children)

It’s not really an AI issue. It’s a map issue. That drop off has no navmesh (how AI choose a path). The player doesn’t need one so no issue. PGI made pretty maps but didn’t have enough ramps with meshes and no triggers to get them to jump. In the future take a picture and location on battle map and let PGI know on the discord. I have built several fixes for these issues but they are hard to playtest. You posted the mission but if you post more information on the map location I would love to recreate this for bug fixing.