AI Sub-skills
Overview
Sub-skills are a set of parameters ultimately defining the individual AI unit performance in the game.
Sub-Skills
aimingAccuracy
Affects how good the AI can aim, lead a target, estimate the distance and bullet drop, how it can control the recoil and how sure it is about it's aim on target before opening fire.
aimingShake
Defines how inaccurate the AI is when shooting. (Higher value = less inaccurate)
aimingSpeed
Affects how fast can the AI rotate and stabilize its aim. (Higher value = faster, less error)
commanding
Affects how fast the recognized targets are shared in the group. (Higher value = faster reporting)
courage
Affects unit's subordinates' morale. (Higher value = more courage)
endurance
Disabled in Arma3
general
Raw "Skill", value is distributed to sub-skills unless defined otherwise. Affects the AI's decision making.
reloadSpeed
Affects the delay between switching or reloading a weapon. (Higher value = less delay)
spotDistance
Affects the AI ability and accuracy of spotting targets within it's visual or audible range. (Higher value = more accurate distance estimate)
spotTime
Affects how delayed are the AI reactions to death, damage or observed enemy. (Higher value = less delay)
Notes
Each sub-skill is used in several calculations. Value of each sub-skill is inherited from the value set by skill slider in Insert Unit dialogue or setSkill command, or directly defined by setSkill array command. This value is interpolated into ranges defined in CfgAISkill and multiplied by a value of skillFriendly/Enemy or precisionFriendly/Enemy set in player's profile.
See also: AI, skill, setSkill, setSkill array, setUnitAbility, CfgAISkill, ArmA:_Difficulty#Adjusting_Accuracy_Separately