setSkill
Jump to navigation
Jump to search
Description
- Description:
- Sets the skill level of given unit. The value of a sub-skill is interpolated into a range defined in CfgAISkill.
- Groups:
- AI Behaviour
Syntax
- Syntax:
- unit setSkill skill
- Parameters:
- unit: Object
- skill: Number - general skill in range 0..1
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- unit setSkill [skillName, value]
- Parameters:
- unit: Object
- skillName: String - available sub-skills are:
- "general"
- "courage"
- "aimingAccuracy"
- "aimingShake"
- "aimingSpeed"
- "commanding"
- "endurance"
- "spotDistance"
- "spotTime"
- "reloadSpeed"
- value: Number - value in range 0..1
- Return Value:
- Nothing
Examples
- Example 1:
- _hero setSkill 1;
- Example 2:
- _finalBoss setSkill ["reloadSpeed", 0.8]; _finalBoss setSkill ["aimingSpeed", 0.33];
Additional Information
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Aug 04, 2006 - 12:01 (UTC)
-
Approximate ranges are:
- Novice < 0.25
- Rookie >= 0.25 and <= 0.45
- Recruit > 0.45 and <= 0.65
- Veteran > 0.65 and <= 0.85
- Expert > 0.85
- Posted on Jun 30, 2007 - 21:16 (UTC)
- If "SuperAI" is turned on in the Difficulty Menu, the skill level is always 1, no matter what was defined in the editor or via this command.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.75
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: AI Behaviour
- Scripting Commands: Global Effect
- AI