TaCZ:SimpleEnemy-1.20.1-0.1.6-beta.jar
Curse Maven Snippet
What's new
Changelog - Beta 0.1.6
This update introduces a complete improvement to NPC combat behavior, perception, navigation, and decision-making.
Added / Fixed
- Added tactical behaviors (see the Tactical AI log for details).
- Added a safety layer to prevent PMC units from attacking the player.
- Fixed an issue where PMC units prevented the player from sleeping nearby.
- Improved hostile target detection, making soldiers more compatible with entities from other mods.
- Added muzzle flash render effects for NPC gunfire, along with their respective configuration settings.
- Added subtitles for sounds.
Tactical Ai Overhaul
Combat & Perception
- Realistic Line of Sight: Units see and shoot through glass and leaves.
- Suppression System: Incoming fire builds pressure on targets, degrading their accuracy until it naturally cools down.
- Smart Combat States: Uses Schmitt hysteresis thresholds to prevent rapid, erratic switching between attacking, taking cover, and retreating.
- Full Tactical Config: Dedicated configuration settings for suppression, audio detection, decay rates, and accuracy penalties.
Movement & Navigation
- Hazard Avoidance: Units actively route around lava, cacti, and dangerous blocks.
- Obstacle Clearing: NPCs break obstructing glass or leaves when pathfinding.
- Ladder Navigation: Overhauled pathfinding for reliable ladder climbing.
- Adaptive Speed: Movement speed dynamically adjusts based on tactical state (e.g., cautious peeking vs. fast retreats).
Cover & Evasion
- Dynamic Cover Search: Scans for optimal, reachable, and safe cover positions.
- Soft Cover Utilization: Smart use of non-solid or partial blocks for concealment.
- Killzone Reaction: Exposed NPCs immediately prioritize escaping, diving into cover, or firing back to suppress the threat.
- Performance Cooldowns: Search algorithms use cooldown timers to prevent game performance drops.
Squad & Audio Systems
- Audio Processing: Gunfire and bullet impacts generate tactical alerts, causing nearby NPCs to investigate, orient, or take cover.
- Squad Memory: Units share local context and remember recent engagements as a cohesive unit.
Tactical Decision-Making
- Confidence & Threat Scoring: Real-time evaluation of health, weapon status, allies, and suppression to calculate combat confidence.
- Advance vs. Hold Logic: NPCs only push forward when conditions favor it; otherwise, they hold position or set up ambushes.
- CQB Mode Trigger: Automatically shifts to aggressive close-quarters tactics when fighting indoors or at short ranges.
- Emergency Response: Critical danger events instantly override standard decision flows for immediate self-preservation.
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