CfgBrains Config Reference – Arma 3
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[[Category:AI|CfgBrains]] | [[Category:AI|CfgBrains]] | ||
Revision as of 12:58, 5 January 2021
Introduction
CfgBrains allows to tweak some global AI behavior. Exposed and working are countermeasure reaction, suppression reaction and targeting capabilities.
Default exposed setup
class CfgBrains
{
class DefaultSoldierBrain
{
class Components
{
class AIBrainAimingErrorComponent
{
};
class AIBrainCountermeasuresComponent
{
minReactionTime = 0.1;
maxReactionTime = 3;
randomReactionTimePercent = 0.3;
CMOnTargettedProbability = 0.5;
};
class AIBrainSuppressionComponent
{
};
class AIBrainTargetSelectorComponent // seems not implemented in 1.82
{
};
};
};
class DefaultCivilianBrain
{
class Components
{
};
};
class DefaultAnimalBrain
{
class Components
{
};
};
};
Available parameters
class AIBrainCountermeasuresComponent
{
useSmokeGrenadeDelay = 20;
CMCheckDelay = 0.8;
suppressionThreshold = 0.8;
nonLeaderSmokeProbability = 0.1;
CMOnTargettedProbability =0.1;
suppressionTimerMax = 2;
minimalThrowDistance = 900;
minReactionTime = 0.1;
maxReactionTime = 3;
randomReactionTimePercent = 0.2;
};
class AIBrainSuppressionComponent
{
maxSuppression = 1;
worstDecreaseTime = 10;// in seconds for 0 skill
bestDecreaseTime = 1;// in seconds for 1 skill
SuppressionRange = 20;
CauseFireWeight = 0.5;
CauseHitWeight = 0.5;
CauseExplosionWeight = 0.5;
CauseBulletCloseWeight = 0.5;
SuppressionThreshold = 0.7;
};
class AIBrainAimingErrorComponent
{
maxAngularError = 0.1309;// half of the error cone in radians
maxAngularErrorTurrets = 0.0872;// half of the error cone in radians, used for turrets
worstDecreaseTime = 2;// how long (in seconds) it should take 0 skilled soldier to stabilize the aim completely
bestDecreaseTime = 0.2;// how long (in seconds) it should take 1 skilled soldier to stabilize the aim completely
lostTargetTimeMin = 0.5;// how soon after loosing sight of target, error starts to raise
lostTargetTimeMax = 3;// how long error is raising after loosing sight of target
shootingInfluence = 0.4;// importance of shooting in algorithm, multiplier
movingInfluence = 1;// importance of moving in algorithm, multiplier
turningInfluence = 1;// importance of turning in algorithm, multiplier
damageCoef = 10;// importance of damage of entity, multiplier
fatigueCoef = 10;// importance of fatigue of entity, multiplier
suppressionCoef = 0.5;// importance of suppression value, multiplier
lostTargetCoef = 3;// importance of loosing target event, multiplier
};