AI Sub-skills

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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 targets are reported across a group. (Higher value = faster reporting)

courage

Affects the morale of a group of subordinates. (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, skill, setSkill, setSkill array, setUnitAbility, CfgAISkill, ArmA:_Difficulty#Adjusting_Accuracy_Separately