branchrust_reboot/main/ai_wolf_iteration/ai_scientist_iterationcancel
212 Commits over 273 Days - 0.03cph!
Increase time between noticing the player and shooting them when they are far away
Fix camping and surprise being triggered incorrectly sometimes on first sighting
- Reduce grenade overshoot as it was overshooting the oilrig crane
- Increase grenade damage
- Better debug visualizations for camping
- Prevent scientist from throwing grenades when they suspect camping but didn't confirm it
Makes the scientist's f1 grenade weaker than the normal f1: longer time before detonation to allow players to react, and lower damage to avoid one-shot even if they don't spot it
- Prevent scientists in same area from throwing multiple grenades in quick succession
- Better player camping detection
- Have scientists throw grenades on players camping a single spot for a long time (first pass)
- Don't sprint when flanking, we need to keep looking in the target direction not just ahead
Fix grenade explosions not being heard by scientists
Prevent potential bug if scientist reaction time is ever set to 0
- Makes cientists rush players instead of staying passive after they land a few good shots
- Halves scientist bullet damage but double their accuracy (less brutal damage spikes, damage is more correlated to how long you stayed exposed)
- Increases flank speed and probability
- Adds profiling annotations to scientist fsm transitions
- Modifies canSeeTarget transition to take into account the same reaction time used for shooting (to prevent scientist's legs reacting to player before their trigger finger)
- Fixes confusing alternate use of Trans_IsTargetVisible and Trans_CanSeeTarget
Fix scientists doing less damage in editor (was hitting player client collider in listen server mode)
Add navblockers where there are small disconnected navmesh islands in small oilrig, as they were wasting the scientists time evaluating positions they could never reach
Add todos comment highlighting potential issue
Prevent scientists from being interested in bullet impact instead of loud gun shot, when the gun is shot from very far away
- Fix scientist not taking cover when sniped from very far in some situations. For example in the oilrig docks the EQS to dynamically find covers can fail it's quite open and small, so we fallback to existing manually placed cover points.
- Reduce stopping distance from 1m to 5cm (again I got confused with unreal units vs unity units...)
- Always crouch when flanking
- Remove in water checks for perf
- Pick far covers when target is too close, close covers when targer is too far, and different covers otherwise
- Heavily favours not peeking from same spot twice
Prevent scientists not being able to see players standing on a very tall building when in combat
Quick hack to test ways to not aggro all the oilrig scientists on the same floor when they hear the gunshots
Remove small navmesh islands on top of containers etc on small oilrig, prevents costly unsuccessful pathfinding to reach player standing on them, or useless eqs samples
Fix scientist returning to fast to patrol when enemy is still nearby
Add classic headshot crosshair and audio notify to new scientists
Allow other classes than BasePlayer to use headshot crosshair and audio notify
Replace T2 loadout editor preset gloves with bandana, put syringe in more sensible slot
Project lkp to navmesh before flanking, in case player is standing on a container or something else
- Makes it easier to change a scientist's weapon
- Equip oilrig scientist with classic mp5
Better naming and parameters in npc shooting component
Simplify scientist shooting logic
Spawn new scientists on small oilrig
Reduce odds of scientists charging
- Vary angles, don't be predictable and peek from the same place twice
- Improve and simplify the way we measure the quality of a flanking path, prevent very direct paths being accepted as "flanking" paths
Fix scientists not reacting to loud gun sounds when patrolling
Prevent scientist's eyes from staying at their standing height when they are crouching, potentially allowing them to see what's going on above their cover without peeking
- Fix scientists being able to see through some covers (pallets, pipe piles)
- Better line of sight debugging
Fix new scientists not being able to open doors
Add some randomness to the way scientist sample candidate positions, so that they don't pick the same too often, or multiple scientists don't pick the same
Reduce odds of re-hiding after peeking
Improve and simplify flanking pathfinding
Don't allow partial paths when flanking
- Make flanking route filtering more lenient as it was discarding some good ones
- Attempt to fix scientist bugging out when hiding
Better debug drawing for flanks, flank when possible, increase sightings memory duration
Don't refresh the path over time when moving to a static point (eg cover, peek)
Start setting up flanking state
- Make flanking debug display work both in games with DDRAW and in editor with gizmos
- Add height param to path debug drawing
Makes VDDRAW fallback to gizmos/handles when used in editor instead of DDRAW
- Make scientists sometimes opt for repositionning and staying on the offensive instead of staying in cover when they don't need to reload
- Add comments to each FSM transitions to help understand the scientist's thoughts
Make sure the cover is not compromised by the time we arrive in it, as it can look silly
Fix scientist heading toward bullet impact location instead of shot location (if the shot is loud enough eg firearm)
Lower scientist eyes slightly to prevent them seeing above above pipe piles and pallet piles (technically a player can do this, but it feels unfair if the scientist does it)