Call to Arms

Call to Arms

Call to Arms - Workshop
The place to find custom maps, missions and mods for Call to Arms! Do you want to contribute? Check out the installation folder of your game and browse the mods subfolder for tools and documentations.
Modding AI....
Seriously, how do I go about it!? What files pertain to AI namely thier:

-Reaction time
-Reaction distance
-Turning Friendly Fire OFF
-Making them NOT fire if their Line of Fire is BLOCKED(IE: Friendlies in the way, or a wall in the way or something)

I am to the point with this game that there isnt a section of steam deep enough to hide this game. I am completely burnt out on the BS from these AI. The team killing, the vehicle on over watch NOT killing a vehicle, sitting right in front of it, while that vehicle bones your front line. Watching as a BMP pulls up on a ridge, a little over 100m away from TWO(2) damn tanks(With infantry support for spotting) and lets that BMP blow up one of them, with a long burst of Autocannon fire and multiple ATGMs. I cant sit and micromanage every...single...little...fking instance going on. I have to let the AI run on it's own, and case and point is these AI are simply to incompetent to do anything but sit and shoot at what is less than 50m, dead ahead of them. The ONLY time these AI dont completely fail is on the FIRST mission of a Conquest, where the enemy is walking in a big straight line directly into your squad's gun fire. Past that, they just completely and utterly fail.

Perfect example of everything WRONG with this game happened just now. So, im defending Military base and I place a squad on a sandbag wall. I place a Stryker behind that as I move to take the post to my right. I place an engineer squad on various hescos and they are rockin and rollin takin' out the defending squad(with a little DIrect Control), got the cap point cleared, ready to move in and capture it. I bring up my second Stryker as overwatch for this right side advance, I bring in a second custom Marine Assault squad to move in and secure the post, get ready to move my Engis up to lay down a sandbag wall in and around the cap and all of a sudden I get a message of FOUR(4) damn teamkills from my stupid ass Stryker on the left.

Soooo, now, instead of reinforcing my position on the right, I now have to go back and revive my 4 downed guys on the left. All the while, an enemy squad is moving up. Sooo, I have to get my 2nd squad on whats left of the sandbag wall to hold off my guys while I try to get my Medics reviving. Then amidst this, my Stryker goes and Teamkills ANOTHER fking guy. Then I gotta tell my reinforcing squad to heal, since they arent in a great position to defend. I get that squad all healed up and fall back and its back to the right flank.

Ok, now im on the right flank, getting ready to move in and here comes this AGS 30 Tigr truck sitting at the end of the road(The road, mind you, that has a Stryker MGS sitting at the end of it). I get ready to move my MArine Squad into the cap when all of a sudden BAM BAM BAM, 2 engineers go down to the Tigr AGS that should be DEAD........I mean, what is my Stryker doing!? FIRE MORON!!!(Im playing with my mod mind you, I gave the damn Stryker MGS a 3 round magazine(3s reload per round for 3 rounds), and AP goes through walls and hescos). Soooo, now that my Stryker isnt doing it's job, I have to take direct control of it, and deal with this Tigr manually. But oh wait, this dude has HE loaded......soooo, I gotta reload the AP and here comes a Spandrel that fires and takes out the Stryker....

Just a GIANT cluster ♥♥♥♥ all because the AI is to damn incompetent to deal with ANYTHING on it's own. Its to oblivious to switch to AP to deal with a vehicle threat, and what? Wont fire through a wall to kill a jeep? Well, it sure as hell will fire THROUGH a wall with my guys on it to kill infantry. Sooo, what the hell!? It will only shoot if it can team kill the hell out of my guys!?

*Yes, I know HE kills Tigr jeeps, but only if its not behind something. This Tigr was behind Hescos and a big Russian truck, so AP is best*.
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Showing 1-7 of 7 comments
hikip922 6 23 Oct, 2020 @ 9:36pm 
Yeah the AI tends to be pretty terrible. Reaction time is in "gamelogic,pak/properties/human.ext and vehicle.ext", and reaction distance is in the "gamelogic,pak/set/vision" folder. I don't really know how to modify the other things listed sorry.
Originally posted by hikip922:
Yeah the AI tends to be pretty terrible. Reaction time is in "gamelogic,pak/properties/human.ext and vehicle.ext", and reaction distance is in the "gamelogic,pak/set/vision" folder. I don't really know how to modify the other things listed sorry.

Got any clue how to change HOW they react to grenades? You go to Men of War and when a grenade lands near the guy, he will get up and DIVE away from it. You actually have to cook a grenade to really get any effect from them. Call to Arms? These AI do a seizurely shuffle around and on top of the grenade. If you give them an order to RUN they first do some dysfunctional shuffle before blowing up....

And its that recognizetime 2.5 that is their reaction time? Also, what is "inform range'? That what controls thier distance to respond to threats?
Last edited by Lord-Knight Fandragon; 23 Oct, 2020 @ 10:42pm
hikip922 6 24 Oct, 2020 @ 12:45am 
Recognize time is how long it takes after a unit comes into their view for them to start firing,
inform range is how far away other units can be to also become alerted to the enemy they detected.

As for the grenade animation I could be wrong but, if I remember correctly I think they removed it because they didn't like how it clipped into things. So of course they made it worse in order to "fix" it. I've tried to get it back before with no luck, I'm not sure what makes it trigger.
Originally posted by hikip922:
Recognize time is how long it takes after a unit comes into their view for them to start firing,
inform range is how far away other units can be to also become alerted to the enemy they detected.

As for the grenade animation I could be wrong but, if I remember correctly I think they removed it because they didn't like how it clipped into things. So of course they made it worse in order to "fix" it. I've tried to get it back before with no luck, I'm not sure what makes it trigger.

I see. So a 0.75 should be 3/4 of a second delay between something entering view and the guys should start to react to it, vs the 2.5 that is has by default?

As for the Grenade avoidance, that also why when you lay explosives they do the same thing?

And in amongst, inform time and reaction time is "attackzone" what is that?
Last edited by Lord-Knight Fandragon; 24 Oct, 2020 @ 12:53am
hikip922 6 24 Oct, 2020 @ 1:06am 
I think that's how it works yes.

I assume so.

I'm not really sure what attack zone does, sorry.
Originally posted by hikip922:
I think that's how it works yes.
.

Huh, so I put the vehicles.set reactiontime to .75 just like my infantry, and my tanks still like to sit there and not shoot. I just had a Technical drive SHOOT my damn tank with a SPG9, then sit there and then drive right down the road in front of my tank, pass literally right beside it and get behind it and it never even turned or reacted to the vehicle. I even had an infantry squad sitting right beside it, so i KNOW they saw the thing. I have Fog of war ON so if its lit up, I know my troops can see it.....what gives!?

I'd dare say my infantry are a little more responsive. I actually had a squad of 6 engineers have a huge gaggle rush thier position and they DIDNT get over run......
Last edited by Lord-Knight Fandragon; 24 Oct, 2020 @ 7:35pm
Anyone have any idea where the AI's Target Prioritization files are!?

CUrrently, TANKS seem to like to completely IGNORE vehicles and shoot at infantry. All the while this vehicles is a TANK that is blowing the ♥♥♥♥ out of my tank and its just sitting there shooting at the plinky little machinegunner sitting off in some random bush.........

JUST got done losing 2 tanks to this. FIrst one, a BDRM has the time to unload ALL FIVE (5) of its damn rockets into my tank as my tank just SITS THERE.......

At the end of the same game, I put another tank up there(since the first tank was a dumb ass and just wanted to die), and a T-72 rolls up and has the time to put like 3 AP shells through my tank to kill IT to. All the while, that tank is just steady shootin all the infantry around it......like, no stupid, SHOOT THE FKIN THING TRYIN TO KILL YOU!!!!!

Then, whats more, is it seems to ALSO ignore ANTI-TANK Infantry as well. An RPG flew at my tank and instead of shooting teh AT guy, my tank swivels its gun around to shoot at all the riflemen beside and around the AT guy.
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Showing 1-7 of 7 comments
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