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[obv, change the names to what you want to play]
That should work.
Those tutorials will give much more information than I could give you in a single reply. ^_^
All right, thanks
I don't care about anything else! I already cover the corners and make-up for some of the more minor shortcomings of the AI by being the player, but I literally can't count how often I had to go 1 vs the entire enemy ai team because my own were horrifyingly incompetent.
I mean, sure. Me going 1 vs 12 is absolutely amazing to pull off a clutch victory when playing, but holy crap it's nerve wracking at the same time.
Thanks for the idea. I share the same thoughts about those (quite common) clutch moments.
While I can't/am not doing a re-code of the AI as I dunno the language or even insurgency itself that well, there is an 'arousal' system in the game that has, ahem... aroused... my interest. I've found that it can be modified with cheat commands (which is primarily what my mod uses) to change how bots do things like investigating gunfire as well as getting cover under suppression. However there is no real documentation on these settings so I have to test them all and try to understand what each does before using them properly.
My goal right now at the least is to get the AI to be more competent fighters, stay near current and previous combat zones, and when they find themselves OOC for a bit, to seek out combat zones more aggressively. Hoping this all fixes this issue and some others.
I will say I can't recall there being a setting for a bot's skill being affected by if they're on the player's team in SP (ie friendly bots being worse than enemy bots) but I do notice it A LOT where I get put in clutch situations (and I don't really lurk that much).