AI Skill – Arma 3
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The AI is characterized by a set of [[Arma 3 AI Skill#Sub-Skills|sub-skills]]. The [[skillFinal|final AI skill]] is unfluenced by [[Arma 3 AI Skill#Changing AI Skill|several factors]]. Additionally each sub-skill is then interpolated with the values set in CfgAISkill. | The AI is characterized by a set of [[Arma 3 AI Skill#Sub-Skills|sub-skills]]. The [[skillFinal|final AI skill]] is unfluenced by [[Arma 3 AI Skill#Changing AI Skill|several factors]]. Additionally each sub-skill is then interpolated with the values set in CfgAISkill. | ||
== Changing AI Skill == | |||
=== Players === | |||
[[File:A3_AISkill_Options.jpg|thumb|Difficulty Menu]] | |||
* As player one can only influence AI skill by changing the global skill settings '''Skill''' and '''Precision'''. One has also the option to choose one of the default '''AI Levels'''. | |||
**Skill: Influences multiple sub-skills related to the AIs "intelligence". If the value is set too low, the AI will be dumb. | |||
**Precision: Influences sub-skilles related to AIs precision. If the value is set too high, the AI will have a super human precision. Lower values result mostly in interesting fire fights. | |||
=== Scenario Designers === | |||
[[File:A3_AISkill_EdenEditor.jpg|thumb|Skill setting in [[Eden Editor]]]] | |||
*A scenario designer has four ways to influence the AI skill. | |||
**By changing the skill slider in [[Eden Editor: Object#Attributes|Eden Editor]] for each individual unit. | |||
**By using functions like [[BIS_fnc_EXP_camp_setSkill]] or [[BIS_fnc_EXP_camp_dynamicAISkill]] to set the skill of multiple AI entities at once. | |||
**By using commands like [[setSkill]]. | |||
**By using the '''Set Skill''' module which allows to change the skill of AI entities for example when a trigger was activated. | |||
=== Modders === | |||
* A modder can influence the AI skill by overwriting [[Arma 3 AI Skill#CfgAISkill|CfgAISkill]]. | |||
==Sub-Skills== | ==Sub-Skills== | ||
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*[[setSkill]] | *[[setSkill]] | ||
*[[skillFinal]] | *[[skillFinal]] | ||
== External Links == | == External Links == | ||
*[https://forums.bohemia.net/forums/topic/219929-the-mystical-skillfinal-formula-reverse-engineering-it/ BIS Forums AI Skill] | *[https://forums.bohemia.net/forums/topic/219929-the-mystical-skillfinal-formula-reverse-engineering-it/ BIS Forums AI Skill] |
Revision as of 11:40, 23 December 2018
Overview
This page contains all information about Arma 3`s artificial intelligence, short AI.
AI Skill
The AI is characterized by a set of sub-skills. The final AI skill is unfluenced by several factors. Additionally each sub-skill is then interpolated with the values set in CfgAISkill.
Changing AI Skill
Players
- As player one can only influence AI skill by changing the global skill settings Skill and Precision. One has also the option to choose one of the default AI Levels.
- Skill: Influences multiple sub-skills related to the AIs "intelligence". If the value is set too low, the AI will be dumb.
- Precision: Influences sub-skilles related to AIs precision. If the value is set too high, the AI will have a super human precision. Lower values result mostly in interesting fire fights.
Scenario Designers
- A scenario designer has four ways to influence the AI skill.
- By changing the skill slider in Eden Editor for each individual unit.
- By using functions like BIS_fnc_EXP_camp_setSkill or BIS_fnc_EXP_camp_dynamicAISkill to set the skill of multiple AI entities at once.
- By using commands like setSkill.
- By using the Set Skill module which allows to change the skill of AI entities for example when a trigger was activated.
Modders
- A modder can influence the AI skill by overwriting CfgAISkill.
Sub-Skills
Sub-skills are a set of parameters ultimately defining the individual AI unit performance in the game.
Sub-Skill | Effect | Influence |
---|---|---|
aimingAccuracy |
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aimingSpeed |
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commanding |
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|
courage |
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endurance |
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|
general |
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reloadSpeed |
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spotDistance |
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spotTime |
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aimingShake |
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CfgAISkill
CfgAISkill is a set of arrays, related to Sub-Skills, defining the interpolation curve of each of the sub-skill. They can be changed by a mod for example.
Example
In {w, x, y, z} value from (w,y) gets interpolated into (x,z)
- spotDistance[] = {0, 0.2, 1, 0.4};
- Value in a range 0-1 will change into value in a range 0.2-0.4.
- setSkill ["spotDistance", 0.5]
- Results in skill "spotDistance" returning 0.3
Defaults for Arma 3
Table
Sub-Skill | minInputSkillLimit (w) | resultingSubSkillLowerBoundary (x) | maxInputSkillLimit (y) | resultingSubSkillLowerBoundary (z) |
---|---|---|---|---|
aimingAccuracy | 0 | 0 | 1 | 1 |
aimingShake | 0 | 0 | 1 | 1 |
aimingSpeed | 0 | 0.5 | 1 | 1 |
commanding | 0 | 0 | 1 | 1 |
courage | 0 | 0 | 1 | 1 |
endurance | 0 | 0 | 1 | 1 |
general | 0 | 0 | 1 | 1 |
reloadSpeed | 0 | 0 | 1 | 1 |
spotDistance | 0 | 0 | 1 | 1 |
spotTime | 0 | 0 | 1 | 1 |
Config
aimingAccuracy[] = {0, 0, 1, 1}; aimingShake[] = {0, 0, 1, 1}; aimingSpeed[] = {0, 0.5, 1, 1}; commanding[] = {0, 0, 1, 1}; courage[] = {0, 0, 1, 1}; endurance[] = {0, 0, 1, 1}; Has been disabled in Arma 3 general[] = {0, 0, 1, 1}; reloadSpeed[] = {0, 0, 1, 1}; spotDistance[] = {0, 0, 1, 1}; spotTime[] = {0, 0, 1, 1};