AI mod for BF3, this is an attempt to recreate BF2-like bots.
This mod is currently in development, some features may not function as intended (such as project export).
✨ Released: Version 0.0.4
✨ Main: Version 0.0.45dev
- AI Teamwork
- Bots can provide each other ammo or health (when they are at a critical state).
- Conquest, Conquest Assault, TDM and Domination support.
- Rush, CTF will soon be supported
- Multi-layer navigation mesh.
- DFAstar++ (highly optimized solution), and AStar pathfinding. Falling back to the latter if distance fields are not generated.
- Multiple tools to determine navigable parts of the map (all of these can work together):
- Automated score-based navmesh generation (fast).
- Path recorder, where the player can record their movements which modify the bias value on the nav mesh.
- Map Editor, draw vector features to determine what areas are navigable and what aren't. Fairly similiar logic to the path recorder.
- Automated voxel DF based navmesh generation (slow, but generates a more precise mesh).
- Automated voxel depth based navmesh generation (fast).
- Work in progress vehicle controller, quite simple logic to allow the bots to get in a vehicle and drive to an objective by smoothly following a path.
- Loadout and asset manager, you may define what weapons, gadgets, melee and appearance related items are available for each slot in each kit. These can also differ for each map.
- Custom spawn points
- Spawn points can be added for each team which the bot spawner will attempt to use. Otherwise they are spawned randomly around an objective.
- Runtime bot configuration
- Modify the accuracy and aim offset of the bots, where the changes will propagate instantly.
- Extensible framework [need to document]
- The behaviour of the bots are separated into "orders" and "actions", the tasks can be assigned to each of the actions.
- Variable response times
- The interval where the paths and actions of the bots can be set by using the
--interval
parameter forstartcomputetask
.
- The interval where the paths and actions of the bots can be set by using the
- Battlefield 3 and Venice Unleashed
NOTICE: These binaries will be available on the 0.0.4 release. (currently version is 0.0.4alpha2)
- You will need to open up two instances of CMD/Powershell for this.
- Start the AI Server
./dist/AIHelper/AIHelper.exe runserver --noreload
- Start the AI compute background task:
./dist/AIHelper/AIHelper.exe startcomputetask
- Copy the directory 'bf3_bots_mod' into your BF3 server mods folder (ie,
MyServerInstance/Admin/Mods/
), then addbf3_bots_mod
to your ModList.txt file. - Start your VU/BF3 server, hold down F1 in-game to focus on the UI. Create an account by registering (this is to prevent random players from messing with the settings).
- On the top-left of the screen, open the menu and click 'Set Active' on the BF3 Bots Mod 0.0.4 project.
- The wiki is frequently updated, please read through it if you are unsure on the setup process.
- CPU: Intel/AMD @3.5GHz - 4 cores 8 threads minimum
- RAM: 8GB RAM, nav-mesh on large maps are at-least 512MB
- HDD: 20GB Free
- Display: 1280x720. Lower resolutions may work but it's not supported.
- Typically most mid-range hardware after 2014 should be able to run the mod.
It is recommended to use a resolution above 1280x720.
- You will need NodeJS installed, then install yarn:
npm install yarn -g
- Inside the navigation folder, run
yarn
- Then to start it locally, run
quasar dev
- Build it by running
quasar dev
, where the built site is located in /dist/spa/ - When compiling it with vuicc, you will need to point it to that folder.