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Bot Range and Accuracy

Pending 1.1.8

I'm having trouble with the range and accuracy of any bot with a range weapon. Any time a player shoots one of the ranged bots, they are instantly headshot each time. The bots that have shotguns are the worst. I have some low level bots around supermarket and a few have pipe shotguns with buckshot. They will annihilate even a full kit in 3-4 shots from over 300 meters. I have turned down the accuracy to 40 and range damage to 0.2 but players are still getting wrecked within a few shots. I have similar issue with other bots with pistols and rifles having laser range/accuracy. I don't remember it being this bad. I think what makes shotguns so bad is that the shot doesn't seem to spread. Getting hit with buckshot will register anywhere from 3-6 hits in the same part, so if that happens to be headshots, you're down to <20 hp with a ton of bleed.

In the meantime, I have accuracy and damage reduced across all profiles and limited bleed to max of 10 and just 1 per shot. I have the following config and profile options set but maybe I missed one that would help?

"Reduce_Damage_Over_Distance": true,
"Limit_ShortRange_Weapon_Use": true,

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Hi,
"Any time a player shoots one of the ranged bots, they are instantly headshot each time."

 

Happened to be on a test server when your message came in so I set up a bolty npc to test.
He's headshotting me around 1 in 40 at the moment, which is close to what's expected - It's coded for about a 1 in 30 chance.

Admittedly it's much more common for buckshot shottys, because of how it's written -they count as multiple hits.


The actual damage amount doesn't change, though, between head and body shots.
It's more about dealing damage to any headworn armour the player might have.

 

 

The RangeWeapon DamageScale option you mentioned wouldn't govern shotguns.
It covers bolty/l96, so that explains why you're still seeing pretty heavy damage from shotguns with that turned down.

Limit_ShortRange_Weapon_Use is there to stop npcs using pistols and bows and that kind of thing hundreds of meters away.
If it's true and the only weapons the npc has are short range, the npc should hold fire and run to get closer.
Shotguns fall under medium range so this option doesn't govern them either.

Ideally your shotty npcs should have a bolty for long range defence.
You can still keep Aggro_Range low so they don't start long range fights but, at least, can defend themselves if needed.
Up close they'll switch to their shotguns.

You're right about buckshot - Looks like spread isn't taken into account there so it's not realistic over longer distances.
I'll do something about that soon. Thanks for pointing it out.

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I didn't know if I was just overlooking a setting or what. Thanks for explaining in detail what each of those settings would affect. I might end up reworking some of the bot kits but I appreciate you looking into the shotguns when you get a chance. 

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No trouble.

I should maybe look into adding an equivalent to Limit_ShortRange_Weapon_Use that would apply to mid range weapons.
I'm sure people want shotgun-only npcs in places, but npcs returning fire with a shotty from 300 is a bit OTT.
I'm sure most people would prefer the npc start legging it to hunt down his attacker.

Certainly buckshot needs spread and a bit of juggling to make headshot chance apply per shot, rather than multiple times per shot.

Edit : There is another option that might be useful to you - Other > Immune_From_Damage_Beyond : 400

Maybe it's not ideal but you can use that to make npcs immune from, and 100% ignore, attacks from beyond a certain distance,
so players are forced to come into the npc's fighting range to attack and kill them.

Edited by Steenamaroo

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Hey @Adam Lewis
Just to update on this, I've sorted out shotgun behaviour.
Aimcone is in play now so the buckshot spreads and you're hit for less damage the greater the distance between you and the npc.
I did put in a minimum threshold so there's always some damage, just so you don't have npcs firing super long range and never doing any damage at all.

The headshot % chance is no longer increased by using buckshot, so it's in-line with other ammo types now.

Thanks for raising these!

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Thanks @Steenamaroo!

Also, I was thinking more about when you mentioned yesterday about adding the equivalent of Limit_ShortRange_Weapon_Use for other weapons. I'm not sure how complicated it would be to break it down by specific weapon or at least weapon class, but maybe have a global config section where you can specify max range for each weapon (ie: "pistol.revolver": 50.0, "smg.mp5": 125.0) or maybe just by class (ie. pistol, smg, shotgun, rifle, lmg). If the bots equipped with that weapon/class are further than the max range, then they path to the player with aggro before firing. Again, not sure how much work/rework that would take but just wanted to share that idea.

Thanks again for all your hard work on this amazing plugin!

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