Barotrauma

Barotrauma

Smarter Bot AI
Landbanana  [developer] 7 Apr @ 2:36pm
Suggestions
Please check here first to see if your suggestion has already been made[github.com] I tried to make sure I gave credit to anyone who suggested something, so I hope everything's right.

Suggest any change or setting you might want added regarding the bot's AI. I'll see if I have time to work something out, and maybe a lot of other people will also like your suggestion.
Last edited by Landbanana; 19 Jun @ 8:51am
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Showing 1-15 of 103 comments
Would it be possible to fix the issue of bots exiting the sub and not repairing hulls. The issue has been added by the recent update. Video of said issue and a github link to the bug report. https://github.com/FakeFishGames/Barotrauma/discussions/15863
https://www.youtube.com/watch?v=oa8ItdVdvYc
Landbanana  [developer] 14 Apr @ 5:30pm 
Originally posted by Blackparrothd:
Would it be possible to fix the issue of bots exiting the sub and not repairing hulls. The issue has been added by the recent update. Video of said issue and a github link to the bug report. https://github.com/FakeFishGames/Barotrauma/discussions/15863
https://www.youtube.com/watch?v=oa8ItdVdvYc

I think I figured this one out! I'll release an update with a new module (EvacuationFix) shortly that should hopefully fix this behavior. The latest update removed a check for a character having pressure protection for the HumanAIController.CalculateHullSafety method. This made the bots constantly try to find a safe location, and outside the sub is somehow calculated to be safer than inside (but still too unsafe to do anything other than look for a safer place to be).

Please let me know if the update works!
So far so good seems to be working as intended.
Landbanana  [developer] 16 Apr @ 2:53pm 
Originally posted by Blackparrothd:
So far so good seems to be working as intended.
The devs fixed this bug in v1.8.7.0, so my fix is no longer needed.
Bots wont use periscopes in main sub wifi linked to drone/shuttle guns, they do the "cant reach it", maybe u fix?
Nobaru 20 Apr @ 7:03pm 
Just throwing in some random ideas that came to mind and most of it is probably just wishful thinking, so not sure how realistic they are.

Combat overhaul
Bots check for friendly fire and try to avoid it by repositioning and automatically try to crouch when they are within the friendly fire range of the player or another bot.
I would also like to see them use more equipment such as grenades or giving them a shield, that makes them crouch in front of the player.

Talent use
Also it would be great if you could somehow make it possible for certain bot roles to use specific talents, that currently aren't viable picks on bots, especially when playing solo.

Captain:
Steady Tune
After playing a harmonica for 10 seconds or longer, you and nearby allies gain +100% psychosis resistance for 60 seconds.
Engineer:
Melodic Respite
After playing a guitar for 10 seconds or longer, you and nearby allies gain +25% repair speed for 60 seconds.
Assistant:
Inspiring Tunes
Nearby allies gain a bonus of +15 to all skills for 10 seconds when honking a bike horn.

Non-Threatening
Enemies will ignore you if you’ve been ragdolled for longer than 2 seconds.

Chonky Honks
Honking your horn has a 50% chance to stun nearby creatures for one second.

True Potential
Hitting an unconscious ally with a Toy Hammer revives them with a Combat Stimulant applied for 15 seconds.
I had debates about whether other bots beside the medic use CPR. To my knowledge, they don’t, which is unfortunate, since strong medic talents like
Stayin’ Alive
The CPR applied by crewmembers reduces Oxygen Low 20% more effectively.
apparently don’t offer any reason to pick when playing solo.

I would personally also like to see bots somehow be able to water plants or feed pets
(If I understood it correctly, gardening and pets was intended as a time-waster for players when there's nothing else to do, but when playing solo and you literally have to micromanage everything, it becomes very tedious at some point.)
Last edited by Nobaru; 21 Apr @ 3:59pm
Landbanana  [developer] 21 Apr @ 4:15pm 
Originally posted by super casby:
Bots wont use periscopes in main sub wifi linked to drone/shuttle guns, they do the "cant reach it", maybe u fix?
I'll see what I can do, but this seems like something that may be a bit hard to implement. I know the AI already does a ton of checks to figure how things are connected, but maybe it won't be so difficult to figure out. Thanks for your suggestion!

Originally posted by Nobaru:
Just throwing in some random ideas that came to mind and most of it is probably just wishful thinking, so not sure how realistic they are.
Combat overhaul
Bots check for friendly fire and try to avoid it by repositioning and automatically try to crouch when they are within the friendly fire range of the player or another bot.
I would also like to see them use more equipment such as grenades or when giving them a shield, they try to crouch in front of the player.

Talent use
Also it would be great if you could somehow make it possible for certain bot roles to use specific talents, that currently aren't viable picks on bots, especially when playing solo.

Captain:
Steady Tune
After playing a harmonica for 10 seconds or longer, you and nearby allies gain +100% psychosis resistance for 60 seconds.
Engineer:
Melodic Respite
After playing a guitar for 10 seconds or longer, you and nearby allies gain +25% repair speed for 60 seconds.
Assistant:
Inspiring Tunes
Nearby allies gain a bonus of +15 to all skills for 10 seconds when honking a bike horn.

Non-Threatening
Enemies will ignore you if you’ve been ragdolled for longer than 2 seconds.

Chonky Honks
Honking your horn has a 50% chance to stun nearby creatures for one second.

True Potential
Hitting an unconscious ally with a Toy Hammer revives them with a Combat Stimulant applied for 15 seconds.
I had debates about whether other bots beside the medic use CPR. To my knowledge, they don’t, which is unfortunate, since strong medic talents like
Stayin’ Alive
The CPR applied by crewmembers reduces Oxygen Low 20% more effectively.
apparently don’t offer any reason to pick when playing solo.

I would personally also like to see bots somehow be able to water plants.
(If I understood it correctly, gardening was intended as a time-waster for players when there's nothing else to do, but when playing solo and you literally have to micromanage everything, it becomes very tedious at some point.)

Talent use
I really liked your talent idea and already have something going in the latest update! Both "Inspiring Tunes" and "Steady Tune" should work, with the AI using instruments in their inventory (when idling) to fulfill the requirements. I'll definitely try to implement "Melodic Respite" as well since it's so similar (guitar being too big to fit in inventory was a bit annoying for now so I gave it a break) and both "Chonky Honks" and "True Potential" seem pretty reasonable to me.

As for "Non-Threatening", I'm not sure exactly how I would change anything. Do you want the option for the AI to act like a possum and ragdoll if there is any threat? I actually thought this talent worked somewhat since the AI would "naturally" ragdoll when really injured, but maybe there's some implementation detail I don't know about that prevents them from getting the buff.

"Stayin’ Alive" is a bit of a tough one. Generally speaking, AI medics scare me and dealing with anything medical is a bit oof. I only play with Neurotrauma as well, so I've honestly forgotten a bit about how the vanilla mechanics work. Is CPR useful if non-medical characters are able to do it?

Combat Overhaul
I definitely want to fix up some of the combat stuff (including a few suggestions from a little while ago, like less suicidal railgun nuking). It seems doable to figure out your crouching and shield idea. I personally would never let bots use grenades but I'm sure a lot of other people would love that sort of chaos help, so I'll see if I can figure out something.

Watering Plants
I know that another modder, RubbingMyAxe, has already created a custom order that tells the AI to water/fertilize plants. The last time I talked to them I don't think that they released it in the workshop as they wanted to finish a few things up. I'll probably avoid making something similar for the time being, since their implementation seemed to work really well.

Thanks for all the suggestions dude!
Last edited by Landbanana; 21 Apr @ 4:16pm
Nobaru 21 Apr @ 6:24pm 
Absolutely great stuff that you've already managed to implement some of them! Take your time. I figured the guitar would probably be difficult or even impossible.

I hope that True Potential can somehow be implemented, as the idea is so absolutly stupid and op to revive with just one hit and practically making medics redundant (aside from the utility of some of their talents perhaps.)
Originally posted by Landbanana:
As for "Non-Threatening", I'm not sure exactly how I would change anything. Do you want the option for the AI to act like a possum and ragdoll if there is any threat? I actually thought this talent worked somewhat since the AI would "naturally" ragdoll when really injured, but maybe there's some implementation detail I don't know about that prevents them from getting the buff.
I think the talent is indeed intended for the assistant player to play dead by manually ragdolling (by pressing the default ragdoll button) before getting seriously injured when he is about to be or immediately attacked.

First picks in Greyshirt tree is about either avoiding damage or tanking a lot of it and protecting other crewmates. So bots with that talent should go in ragdoll mode when they get attacked and stop once the enemy ignores them.

Non-Threatening is btw considered a strong talent as it apparantly can let you also get away with some very stupid risky ♥♥♥♥, like doing solo away missions, since you can just "play dead" while injecting pain meds and probably survive.
Originally posted by Landbanana:
"Stayin’ Alive" is a bit of a tough one. Generally speaking, AI medics scare me and dealing with anything medical is a bit oof. I only play with Neurotrauma as well, so I've honestly forgotten a bit about how the vanilla mechanics work. Is CPR useful if non-medical characters are able to do it?
In vanilla, when a character's vitality drops below zero, they lose consciousness and get an Oxygen Low effect. CPR is then needed to reduce this effect and bring them back to life. How effective CPR is in reducing Oxygen Low depends on the medical skill level (and talents).

Stayin’ Alive it's considered a very strong talent and usually a must-pick choice, as it literally can save lives when less skilled teammates attempt to perform CPR in the absence of the medic.

I imagine doing an away mission with a bot that isn't a medic, that can bring the player quickly back to live once the bot is forced to perform CPR. (Of course, the bot should be idle and not occupied with another task before performing CPR.) Just wildly imagining how this could work out.
Originally posted by Landbanana:
Combat Overhaul
I definitely want to fix up some of the combat stuff (including a few suggestions from a little while ago, like less suicidal railgun nuking). It seems doable to figure out your crouching and shield idea. I personally would never let bots use grenades but I'm sure a lot of other people would love that sort of chaos help, so I'll see if I can figure out something.
I just like the idea of bots using more of the equipment you can give them. Grenades would probably be very risky, with the potential to cause absolute mayhem (which would probably be pretty funny to see). I think there should be some restrictions, like not throwing them inside the sub. They should also probably announce it and make other bots take distance, but yeah, it would probably often be suicidal as well when they throw explosives.
Originally posted by Landbanana:
Watering Plants
I know that another modder, RubbingMyAxe, has already created a custom order that tells the AI to water/fertilize plants. The last time I talked to them I don't think that they released it in the workshop as they wanted to finish a few things up. I'll probably avoid making something similar for the time being, since their implementation seemed to work really well.
Np, good to know there is something similar in the works. :steamthumbsup:
Last edited by Nobaru; 23 Apr @ 4:38am
Nobaru 21 Apr @ 7:30pm 
Another suggestion: I read in the wiki that the Arc Emitter can shoot through walls and stun enemies, making it very effective at stunning groups of creatures biting the hull (which also makes them easier targets for the turrets). Maybe there’s a way to make bots equipped with the emitter shoot at enemies that are biting the hull?
Last edited by Nobaru; 21 Apr @ 8:11pm
Landbanana  [developer] 21 Apr @ 10:35pm 
Originally posted by super casby:
Bots wont use periscopes in main sub wifi linked to drone/shuttle guns, they do the "cant reach it", maybe u fix?
I tested this with the Remora and I didn't have any trouble assigning the bots to the drone's gun. Does Remora work for you?
Landbanana  [developer] 21 Apr @ 10:42pm 
Originally posted by Nobaru:
Another suggestion: I read in the wiki that the Arc Emitter can shoot through walls and stun enemies, making it very effective at stunning groups of creatures biting the hull (which also makes them easier targets for the turrets). Maybe there’s a way to make bots equipped with the emitter shoot at enemies that are biting the hull?
Man that's a sneaky idea! I'd definitely have to think about how to go about it, like having the bots set to fix leaks occasionally shoot it if a wall keeps breaking (normal "Fight Intruders" bots may not be near a breach but "Fix Leaks" guys definitely will be). I'm also not 100% sure if that's intended game design and may be a bit too far on the cheaty-side of things, but it's cool and I'll definitely think about it.
Nobaru 22 Apr @ 7:44am 
It seems like Inspiring Tunes is currently scripted the same way as Steady Tune, with the assistant honking for entire 10 seconds and then waiting 30 seconds. However, Inspiring Tunes actually only requires a single honk to activate, but it only lasts for 10 seconds. Could you revisit this and create separate timer?

I would also call this a realistic clown assistant experience simulator, with the assistant constantly honking in your ear and making you want to shoot him in the face.
(Though that talent is probably intended this way to encourage players honking a lot, I think people using the mod will very appricate that you can adjust it in the settings.)
Last edited by Nobaru; 22 Apr @ 8:56am
Landbanana  [developer] 22 Apr @ 9:59am 
Originally posted by Nobaru:
It seems like Inspiring Tunes is currently scripted the same way as Steady Tune, with the assistant honking for entire 10 seconds and then waiting 30 seconds. However, Inspiring Tunes actually only requires a single honk to activate, but it only lasts for 10 seconds. Could you revisit this and create separate timer?

I would also call this a realistic clown assistant experience simulator, with the assistant constantly honking in your ear and making you want to shoot him in the face.
(Though that talent is probably intended this way to encourage players honking a lot, I think people using the mod will very appricate that you can adjust it in the settings.)
That's really funny, but I should definitely fix that lol. I should have it so that they only honk once on the next update.

Also thought that I should mention it, Inspiring Tunes can actually trigger on any instrument regardless of what the in-game tooltip says. I even found out that assistants have a special music track that plays when they play a guitar with Clown Power, which is fun.
Last edited by Landbanana; 22 Apr @ 10:03am
Nobaru 22 Apr @ 11:42am 
I’d like to suggest adding an option that let bots consume medicine, that doesn't requiere a high medical skill level, like Protein Bar and Pomegrenade Extract (which is btw easy to produce in large quantities, and highly effective for self-treatment.)

There should also be settings to prioritize when bots should consuming things like Pomegrenade Extract to treat injuries.

Well, maybe you’ll come up with better ideas how this could work out. There’s a lot to consider when it comes to the settings, but I imagine it would mostly come down to giving players full control to tailor the system to suit their personal playstyle anyway.
Last edited by Nobaru; 23 Apr @ 8:00pm
Nobaru 22 Apr @ 3:33pm 
Another funny talent use ideas.

Make captain with the Drunken Sailor talent automatically consume alcoholic drinks in their inventory when getting attacked.
Drunken Sailor
Gain 75% stun resistance while drunk and immunity to the negative effects of drunkenness
Also assistant with Psycho Clown talent should consume Hallucinogenic Bufotoxin/Anaparalyzant or Alien Blood (Though it will also cause organ damage) in their inventory before attacking an enemy.
Psycho Clown
Clown Power allows you to attack faster with melee weapons based on how much Psychosis you have, up to 150%.
Last edited by Nobaru; 24 Apr @ 9:27pm
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