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Okay, it's driving me insane rofl.gif. I was playing through the DS campaign, and I get so danged tired of the AI aimbotting me. It seems like sometimes they aren't that accurate, but on some missions they can nail me with a cap gun across the map while being shot in the head. I would think that there is something determining this. Could I make them less accurate by changing the gun accuracy values, turning down their Weapon stats, or what?

Edited by rileyfletcher_01
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Compare:

ak47.gun from Origmiss to player_ak47.gun from MP2.

The ak47.gun from Origmiss is the default.kit for OPFOR if you don't specify another kit in Igor.

It is much less accurate compared to the playerAK47.gun from MP2.

So the devs did make the OPFOR weapons much less accurate then player weapons.

I suppose you could dumb down the OPFOR kits even more if desired.

I can't remember where the devs made Russian made weapons available to the player.

I don't think it was in the original game. Maybe as late as IT where in the IT equip folder you see several weapons prefaced with player.

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  • 2 weeks later...

Okay, it's driving me insane rofl.gif. I was playing through the DS campaign, and I get so danged tired of the AI aimbotting me. It seems like sometimes they aren't that accurate, but on some missions they can nail me with a cap gun across the map while being shot in the head. I would think that there is something determining this. Could I make them less accurate by changing the gun accuracy values, turning down their Weapon stats, or what?

Best thing to do is edit the ak47/rpk etc .gun files and make them much less accurate, here's an example from my private mod I've cobbled together (this is ak47.gun)

<Recoil>132</Recoil>

<RunStandAccuracy>1246</RunStandAccuracy>

<RunCrouchAccuracy>1862</RunCrouchAccuracy>

<RunProneAccuracy>2546</RunProneAccuracy>

<WalkStandAccuracy>449</WalkStandAccuracy>

<WalkCrouchAccuracy>707</WalkCrouchAccuracy>

<WalkProneAccuracy>2546</WalkProneAccuracy>

<ShuffleStandAccuracy>134</ShuffleStandAccuracy>

<ShuffleCrouchAccuracy>240</ShuffleCrouchAccuracy>

<ShuffleProneAccuracy>2546</ShuffleProneAccuracy>

<StationaryStandAccuracy>62</StationaryStandAccuracy>

<StationaryCrouchAccuracy>26</StationaryCrouchAccuracy>

<StationaryProneAccuracy>10</StationaryProneAccuracy>

<TurnBandVelocity1>0.61</TurnBandVelocity1>

<TurnBandMultiplier1>2</TurnBandMultiplier1>

<TurnBandVelocity2>1.22</TurnBandVelocity2>

<TurnBandMultiplier2>4</TurnBandMultiplier2>

<TurnBandVelocity3>2.44</TurnBandVelocity3>

<TurnBandMultiplier3>8</TurnBandMultiplier3>

<TurnBandVelocity4>4.88</TurnBandVelocity4>

<TurnBandMultiplier4>16</TurnBandMultiplier4>

<TurnBandVelocity5>100000</TurnBandVelocity5>

<TurnBandMultiplier5>200</TurnBandMultiplier5>

<StabilizationTime>0.31</StabilizationTime>

If you tried to use this, you'd be shooting at the sky or shooting yourself in the foot every time, but I find it's a good balance for the AI - of particular importance from that file is the <projectilespread> line. I've added a 0.01 projectilespread to this particular file.

Hope that helps :)

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