AI Skill – Arma 3
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==Sub-Skills== | ==Sub-Skills== | ||
Sub-skills are a set of parameters ultimately defining the individual AI unit performance in the game. | Sub-skills are a set of parameters ultimately defining the individual AI unit performance in the game. | ||
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{| class="wikitable sortable" | |||
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! Sub-Skill !! Effect !! Influence | |||
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| aimingAccuracy || | |||
* Affects how well the AI can lead a target | * Affects how well the AI can lead a target | ||
* Affects how accurately the AI estimate range and calculates bullet drop | * Affects how accurately the AI estimate range and calculates bullet drop | ||
* Affects how well the AI compensates for weapon dispersion | * Affects how well the AI compensates for weapon dispersion | ||
* Affects how much the AI will know to compensate for recoil | * Affects how much the AI will know to compensate for recoil | ||
* Affects how certain the AI must be about its aim on target before opening fire | * Affects how certain the AI must be about its aim on target before opening fire | ||
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* Higher value means the AI can lead a target better | |||
* | * Higher value means the Ai can estimate range and calculate bullet drop more precicely | ||
* Higher value means the AI can compensate weapon dispersion better | |||
* Higher value means the AI can control the recoil better | |||
* Affects how quickly the AI can rotate and stabilize its aim | * Higher value means the AI needs to now less to open up fire | ||
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| aimingSpeed | |||
* Affects how quickly recognized targets are shared with the group | || | ||
* Affects how quickly the AI can rotate and stabilize its aim | |||
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* Affects unit's subordinates' morale (Higher value = more courage) | * Higher value means the AI can rotate and stabilize its aim faster | ||
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| commanding | |||
*''Disabled in Arma3'' | || | ||
* Affects how quickly recognized targets are shared with the group | |||
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* Raw "Skill", value is distributed to sub-skills unless defined otherwise. Affects the AI's decision making. | * Higher value means the AI can report targets faster | ||
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| courage | |||
* Affects the delay between switching or reloading a weapon | || | ||
* Affects unit's subordinates' morale (Higher value = more courage) | |||
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* Higher value means the AI has got more courage | |||
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| endurance | |||
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*''Disabled in Arma3'' | |||
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* ''Disabled'' | |||
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| general | |||
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* Raw "Skill", value is distributed to sub-skills unless defined otherwise. Affects the AI's decision making. | |||
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* ? | |||
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| reloadSpeed | |||
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* Affects the delay between switching or reloading a weapon | |||
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* Higher value means the AI can switch or reload weapons faster | |||
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| spotDistance | |||
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* Affects the AI ability to spot targets within it's visual or audible range (Higher value = more likely to spot) | * Affects the AI ability to spot targets within it's visual or audible range (Higher value = more likely to spot) | ||
* Affects the accuracy of the information (Higher value = more accurate information) | * Affects the accuracy of the information (Higher value = more accurate information) | ||
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* Higher value means the AI is better at spotting targets | |||
* Affects how quick the AI react to death, damage or observing an enemy (Higher value = | * Higher value means the AI will collect information about targets more precisely | ||
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| spotTime | |||
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* Affects how quick the AI react to death, damage or observing an enemy | |||
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* Higher value means the AI will react faster to death, damage or enemies | |||
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| aimingShake | |||
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* Affects how steadily the AI can hold a weapon (Higher value = less weapon sway) | |||
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* Higher value means the AI will be more precise | |||
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==CfgAISkill== | ==CfgAISkill== |
Revision as of 16:59, 21 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. Each sub-skill is influence by one of the following:
- Inherited from the value set via setSkill
_unit setSkill 0.8;
- Skill set in Eden Editor
- Exact value set by the setSkill command
_unit setSkill ["reloadSpeed", 0.8];
Each sub-skill is then interpolated with the values set in CfgAISkill.
Additionally the AI skill is also influenced by the global setting in the difficulty menu.
Sub-Skills
Sub-skills are a set of parameters ultimately defining the individual AI unit performance in the game.
Sub-Skill | Effect | Influence |
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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 AI Sub-skills, defining the interpolation curve of each of the sub-skill.
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
Notes
More than 2 pairs of defining values can be used (minimum is 2 pairs).
The values are used to interpolate on run-time, so even after setting sub-skill by script command it will be interpolated and bound by this array.
Defaults for Arma 3
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};