Operation Flashpoint : Dragon Rising AI Modfication

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Uploaded by on Oct 18, 2009

sorry about the crappy movie maker video, Im not good at this stuff.
Also Fraps made OFP crash all the time, thats why sections seem to be missing. I had to restart

3 Versions - Normal But Accurate - Semi Hardcore - HARDCORE

Changes made :
More view distance (Semi and Hardcore mod only)
better accuracy
faster recovery (semi and hardcore mod only)
better detection range (semi and hardcore mod only)
better hearing (semi and hardcore mod only)
larger "danger close" range (semi and hardcore mod only)
no invisible shield
no weapon damage reduction for shooting at player
no accuracy reduction for shooting at player
Morale and Experience of AI now taken into account when shooting at player


DOWNLOAD HERE
http://community.codemasters.com/forum/showthread.php?t=390475

Category:

Gaming

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License:

Standard YouTube License

  • likes, 6 dislikes

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Uploader Comments (templargfx)

  • I should probably make you all aware that this mod video is not heavily out of date. the AI has been updated several times. A new video is being created to showcase the new MUCH better AI by a studio. should be out by the end of the week

  • You can call it "cheap mod" i can't figure how the enemy saw you in the smoke and fire , you can try and amaze me with real life comparisons/logic , but deep inside you , you know you actually made them wallhack.

  • I didnt make them wallhack, Codemasters did. the AI does not see smoke, or bushes, or grass.

    Its just not as noticable in the original game because A) they cant shoot for sh1t b) they cant see for sh1t and c)they cant shoot for sh1t.

    how about you know what your talking about before you bash someone

  • Played the game , you actually told me to opposite - you showed the actual AI and then the improved one. Stop blaming drawing distances when you have no idea how they work for the AI ;)

  • are you talking to me?

  • Good stuff...

    Now i just need them to improve sniper weapons i.e. allow for adjustable elevation on scopes (as there really is no other factors the game takes into account) and draw distance to allow for long range shots.

    Oh BTW - have you tried tinkering with squad behaviour under fire? (support guns dont seem to keep their heads down) and perhaps medic->patient movements under fire? would be useful otherwise your just creating alot of pixelated dog food real fast.

    Thanks.

  • all of what you asked is possible. at the moment Im not sure what to change. perhaps we can discuss on the CM forum?

Top Comments

  • I have been playing the first Operation Flashpoint since the demo came out and ARMA 1 & 2, and i really can see the difference between OF2 and ARMA 2, OF2 is arcade simulation, while ARMA2 is simulation.

  • Well...maybe you would have to spend a couple of weeks trying to complete a single mission with hardcore mod on ^^ but nice to see the improvements overall.

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All Comments (55)

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  • Why you dont change your firing mode?

  • Hey the links are offline,can you reupload them over a decent host like: Fileserve?

  • @NecramoniumKISSvideo OF2 is not even simulation dude.. just take a ride on the helicopters,they are like bouncy balls lol,really.. codemasters needs to stfu and supply Bohemia to make a enhanced Arma. anyways.. i play both of them since they are unique.

  • why are everyone complaining about this. This guy is the most active forum member to operation flashpoint and has provided us with some great mods

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