Difficulty Settings – Arma 3

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The Arma 3 logo black.png1.58 update brought a lot of changes to the difficulty system. A list of the most significant ones can be found at the bottom of the pagepage.
There is a related forum thread where the changes can be discussed.

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Difficulty Menu

Presets

One of the main changes that came with 1.58 is, that the difficulty levels were transformed to true presets. Each preset has exactly defined value for each difficulty option. If any of the options doesn't match the preset, it is changed to Custom. The following table shows comparison of the presets. Options that have fade out set can be faded in via the J key.

Config Parameter Name in Game Recruit Regular Veteran Note
reducedDamage Reduced Damage true false false Decreases damage dealt to the player and members of his group.
groupIndicators Group Indicators show limited distance hide Shows indication icons on units in player's group.
friendlyTags Friendly Name Tags show limited distance hide Friendly unit identification. Works only when the player aims at a unit.
enemyTags Enemy Name Tags hide hide hide Enemy unit identification. Works only when the player aims at a unit.
detectedMines Detected Mines show limited distance hide Shows icons indicating exact positions of mines. show = display the indicators on mines at 200m and closer.
commands Commands show fade out fade out Displays command icons like target markers, get in command and others.
waypoints Waypoints show show fade out Manages visibility of waypoint markers.
weaponInfo Weapon Info show show fade out Shows Weapon Info box (contains round and magazine count, firing mode, etc.).
stanceIndicator Stance Indicator show show fade out Displays stance indication (contains actual stance, weapon resting and deployment).
staminaBar Stamina Bar true true false Manages visibility of stamina indicator. true = fades in when stamina changes.
weaponCrosshair Crosshair true true false Shows weapon crosshair both in 1st and 3rd person view.
visionAid Vision Aid true false false Helps to detect units in visual range and identify friend from foe.
thirdPersonView 3rd Person View true true false Enables camera switching to 3rd person view.
cameraShake Camera Shake true true true Shakes camera if player is near explosion, passing vehicle or if player's vehicle is under G-load.
scoreTable Score Table true true true Displays table with kills, deaths and overall score in multiplayer.
deathMessages Killed By true true true Shows in chat window who killed the player.
vonID VON ID true true true Indicates who is speaking through VON communication.
mapContent Extended Map Content true true false Template:OutdatedShows friendly units, enemy units and detected mines on the map.
If present, overrides other mapContent* settings.
mapContentFriendly Extended Map Content true true false Shows friendly units on the map. (since Arma 3 v1.68)
mapContentEnemy Extended Map Content true true false Shows enemy units on the map. (since Arma 3 v1.68)
mapContentMines Extended Map Content true true false Shows detected mines on the map. (since Arma 3 v1.68)
autoReport Automatic Reporting true true false (Former autoSpot) Enables/disables automatic reporting of spotted enemies by players only. This setting does not have effect on AI. To stop AI from talking with script, use unit setSpeaker "NoVoice"
multipleSaves Multiple Saves true true false Allows player to create multiple saves in a mission.


Configuration

Please note that the following information applies to the config in game's data (namely data_f.pbo) not to the profile. For profile related information please refer to this page. Since Arma 3 1.58 the game's config uses CfgDifficultyPresets class. The former CfgDifficulties is now obsolete and was left in the config only not to break scripts that might have used it.

class CfgDifficultyPresets
{
	defaultPreset = Regular;

	// Parameters that affect difficulty and which are shared among presets
	myArmorCoef = 1.5;
	groupArmorCoef = 1.5;
	
	//Parameters that affect the Limited distance choice for Group Indicators, Friendly Name Tags, Enemy Name Tags and Detected Mines.
	//They determine on which distance the indicators are fully visible and how many more meters it takes until the indicator fades-out completely.
	fadeDistanceStart = 40.0;
	fadeDistanceSpan = 10.0;

	recoilCoef = 1;
	visionAidCoef = 0.8;
	divingLimitMultiplier = 1.0;		// Multiplier to limit capacity of lungs for soldiers.

	animSpeedCoef = 0;
	cancelThreshold = 0;				// Threshold used for interrupting action.
	showCadetHints = 1;					// (0 = disabled, 1 = enabled; see `cadetMode` command) 
	showCadetWP = 1;					// (0 = disabled, 1 = enabled)

	class Recruit
	{
		displayName = $STR_Difficulty0;	// Name of the difficulty preset.
		optionDescription = "";			// Description
		optionPicture = "";				// Picture
		levelAI = "AILevelLow";			// Level of AI skill

		class Options
		{
			// Simulation
			reducedDamage = 1;		// Reduced damage (0 = disabled, 1 = enabled)

			// Situational awareness
			groupIndicators = 2;	// Group indicators		(0 = never, 1 = limited distance, 2 = always)
			friendlyTags = 2;		// Friendly name tags	(0 = never, 1 = limited distance, 2 = always)
			enemyTags = 0;			// Enemy name tags		(0 = never, 1 = limited distance, 2 = always)
			detectedMines = 2;		// Detected mines		(0 = never, 1 = limited distance, 2 = always)
			commands = 2;			// Commands				(0 = never, 1 = fade out, 2 = always)
			waypoints = 2;			// Waypoints			(0 = never, 1 = fade out, 2 = always)
			tacticalPing = 1;		// Tactical Ping		(0 = disabled, 1 = enabled)

			// Personal awareness
			weaponInfo = 2;			// Weapon info			(0 = never, 1 = fade out, 2 = always)
			stanceIndicator = 2;	// Stance indicator		(0 = never, 1 = fade out, 2 = always)
			staminaBar = 1;			// Stamina bar			(0 = disabled, 1 = enabled)
			weaponCrosshair = 1;	// Weapon crosshair		(0 = disabled, 1 = enabled)
			visionAid = 1;			// Vision aid			(0 = disabled, 1 = enabled)

			// View
			thirdPersonView = 1;	// 3rd person view		(0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since  Arma 3 v1.99))
			cameraShake = 1;		// Camera shake			(0 = disabled, 1 = enabled)

			// Multiplayer
			scoreTable = 1;			// Score table			(0 = disabled, 1 = enabled)
			deathMessages = 1;		// Killed by			(0 = disabled, 1 = enabled)
			vonID = 1;				// VON ID				(0 = disabled, 1 = enabled)

			// Misc
			mapContent = 1;			// Extended map content	(0 = disabled, 1 = enabled)
			autoReport = 1;			// Automatic reporting	(0 = disabled, 1 = enabled)
			multipleSaves = 1;		// Multiple saves		(0 = disabled, 1 = enabled)
		};
	};

	class Regular
	{
		displayName = $STR_Difficulty1;	// Name of the difficulty preset.
		optionDescription = "";			// Description
		optionPicture = "\A3\Ui_f\data\Logos\arma3_white_ca.paa"; // Picture
		levelAI = "AILevelMedium";		// Level of AI skill

		class Options
		{
			// Simulation
			reducedDamage = 0;		// Reduced damage		(0 = disabled, 1 = enabled)

			// Situational awareness
			groupIndicators = 1;	// Group indicators		(0 = never, 1 = limited distance, 2 = always)
			friendlyTags = 1;		// Friendly name tags	(0 = never, 1 = limited distance, 2 = always)
			enemyTags = 0;			// Enemy name tags		(0 = never, 1 = limited distance, 2 = always)
			detectedMines = 1;		// Detected mines		(0 = never, 1 = limited distance, 2 = always)
			commands = 1;			// Commands				(0 = never, 1 = fade out, 2 = always)
			waypoints = 2;			// Waypoints			(0 = never, 1 = fade out, 2 = always)
			tacticalPing = 1;		// Tactical Ping		(0 = disabled, 1 = enabled)


			// Personal awareness
			weaponInfo = 2;			// Weapon info			(0 = never, 1 = fade out, 2 = always)
			stanceIndicator = 2;	// Stance indicator		(0 = never, 1 = fade out, 2 = always)
			staminaBar = 1;			// Stamina bar			(0 = disabled, 1 = enabled)
			weaponCrosshair = 1;	// Weapon crosshair		(0 = disabled, 1 = enabled)
			visionAid = 0;			// Vision aid			(0 = disabled, 1 = enabled)

			// View
			thirdPersonView = 1;	// 3rd person view		(0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since  Arma 3 v1.99))
			cameraShake = 1;		// Camera shake			(0 = disabled, 1 = enabled)

			// Multiplayer
			scoreTable = 1;			// Score table			(0 = disabled, 1 = enabled)
			deathMessages = 1;		// Killed by			(0 = disabled, 1 = enabled)
			vonID = 1;				// VON ID				(0 = disabled, 1 = enabled)

			// Misc
			// mapContent = 1;		// Extended map content	(0 = disabled, 1 = enabled)	// before Arma 3 v1.68
			mapContentFriendly = 1;	// Map friendlies		(0 = disabled, 1 = enabled) // since  Arma 3 v1.68
			mapContentEnemy = 1;	// Map Enemies			(0 = disabled, 1 = enabled) // since  Arma 3 v1.68
			mapContentMines = 1;	// Map Mines			(0 = disabled, 1 = enabled) // since  Arma 3 v1.68
			autoReport = 1;			// Automatic reporting	(0 = disabled, 1 = enabled)
			multipleSaves = 1;		// Multiple saves		(0 = disabled, 1 = enabled)
		};
	};

	class Veteran
	{
		displayName = $STR_Difficulty2;	// Name of the difficulty preset.
		optionDescription = "";			// Description
		optionPicture = "\A3\Ui_f\data\Logos\arma3_white_ca.paa"; // Picture
		levelAI = "AILevelHigh";		// Level of AI skill

		class Options
		{
			// Simulation
			reducedDamage = 0;		// Reduced damage		(0 = disabled, 1 = enabled)

			// Situational awareness
			groupIndicators = 0;	// Group indicators		(0 = never, 1 = limited distance, 2 = always)
			friendlyTags = 0;		// Friendly name tags	(0 = never, 1 = limited distance, 2 = always)
			enemyTags = 0;			// Enemy name tags		(0 = never, 1 = limited distance, 2 = always)
			detectedMines = 0;		// Detected mines		(0 = never, 1 = limited distance, 2 = always)
			commands = 1;			// Commands				(0 = never, 1 = fade out, 2 = always)
			waypoints = 1;			// Waypoints			(0 = never, 1 = fade out, 2 = always)
			tacticalPing = 0;		// Tactical Ping		(0 = disabled, 1 = enabled)

			// Personal awareness
			weaponInfo = 1;			// Weapon info			(0 = never, 1 = fade out, 2 = always)
			stanceIndicator = 1;	// Stance indicator		(0 = never, 1 = fade out, 2 = always)
			staminaBar = 0;			// Stamina bar			(0 = disabled, 1 = enabled)
			weaponCrosshair = 0;	// Weapon crosshair		(0 = disabled, 1 = enabled)
			visionAid = 0;			// Vision aid			(0 = disabled, 1 = enabled)

			// View
			thirdPersonView = 0;	// 3rd person view		(0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since  Arma 3 v1.99))
			cameraShake = 1;		// Camera shake			(0 = disabled, 1 = enabled)

			// Multiplayer
			scoreTable = 1;			// Score table			(0 = disabled, 1 = enabled)
			deathMessages = 1;		// Killed by			(0 = disabled, 1 = enabled)
			vonID = 1;				// VON ID				(0 = disabled, 1 = enabled)

			// Misc
			mapContent = 0;			// Extended map content (0 = disabled, 1 = enabled) // before Arma 3 v1.68
			mapContentFriendly = 0;	// Map friendlies		(0 = disabled, 1 = enabled) // since  Arma 3 v1.68
			mapContentEnemy = 0;	// Map Enemies			(0 = disabled, 1 = enabled) // since  Arma 3 v1.68
			mapContentMines = 0;	// Map Mines			(0 = disabled, 1 = enabled) // since  Arma 3 v1.68
			autoReport = 0;			// Automatic reporting	(0 = disabled, 1 = enabled)
			multipleSaves = 0;		// Multiple saves		(0 = disabled, 1 = enabled)
		};
	};

	class Custom
	{
		displayName = $STR_Difficulty_Custom;		// Name of the difficulty preset.
		optionDescription = "";						// Description
		optionPicture = "\A3\Ui_f\data\Logos\arma3_white_ca.paa"; // Picture
		levelAI = "AILevelMedium";					// Level of AI skill

		// All options of the Custom preset are set by the engine. The values in config
		class Options
		{
			// Simulation
			reducedDamage = 0;		// Reduced damage		(0 = disabled, 1 = enabled)

			// Situational awareness
			groupIndicators = 0;	// Group indicators		(0 = never, 1 = limited distance, 2 = always)
			friendlyTags = 0;		// Friendly name tags	(0 = never, 1 = limited distance, 2 = always)
			enemyTags = 0;			// Enemy name tags		(0 = never, 1 = limited distance, 2 = always)
			detectedMines = 0;		// Detected mines		(0 = never, 1 = limited distance, 2 = always)
			commands = 0;			// Commands				(0 = never, 1 = fade out, 2 = always)
			waypoints = 0;			// Waypoints			(0 = never, 1 = fade out, 2 = always)
			tacticalPing = 0;		// Tactical Ping		(0 = disabled, 1 = enabled)

			// Personal awareness
			weaponInfo = 1;			// Weapon info			(0 = never, 1 = fade out, 2 = always)
			stanceIndicator = 0;	// Stance indicator		(0 = never, 1 = fade out, 2 = always)
			staminaBar = 0;			// Stamina bar			(0 = disabled, 1 = enabled)
			weaponCrosshair = 0;	// Weapon crosshair		(0 = disabled, 1 = enabled)
			visionAid = 0;			// Vision aid			(0 = disabled, 1 = enabled)

			// View
			thirdPersonView = 0;	// 3rd person view		(0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since  Arma 3 v1.99))
			cameraShake = 0;		// Camera shake			(0 = disabled, 1 = enabled)

			// Multiplayer
			scoreTable = 0;			// Score table			(0 = disabled, 1 = enabled)
			deathMessages = 0;		// Killed by			(0 = disabled, 1 = enabled)
			vonID = 0;				// VON ID				(0 = disabled, 1 = enabled)

			// Misc
			mapContent = 0;			// Extended map content (0 = disabled, 1 = enabled) // before Arma 3 v1.68
			mapContentFriendly = 0;	// Map friendlies		(0 = disabled, 1 = enabled) // since  Arma 3 v1.68
			mapContentEnemy = 0;	// Map Enemies			(0 = disabled, 1 = enabled) // since  Arma 3 v1.68
			mapContentMines = 0;	// Map Mines			(0 = disabled, 1 = enabled) // since  Arma 3 v1.68
			autoReport = 0;			// Automatic reporting	(0 = disabled, 1 = enabled)
			multipleSaves = 0;		// Multiple saves		(0 = disabled, 1 = enabled)
		};
	};
};
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Difficulty Overhaul

Update 1.58 (#RoadToApex) comes with an overhaul of difficulty settings for Arma 3. Arma 3 Difficulty Menu describes previous state and should be kept for reference as all the previous setting is going to be available for sake of backwards compatibility. There should be multiple phases of overhaul.

Phase 1

  • Class CfgDifficulties will be left in config for backwards compatibility. Game will use class CfgDifficultyPresets from now on. Because of this and change of particular flags, it is recommended for both client and server to use the new exe, so the difficulty in MP works flawlessly (if the versions won't match, MP will work, but certain flags may not be enforced on clients).
  • Transform difficulty levels to presets (i. e. unlike the current state, each preset will have exactly defined values, if they don't match, preset will be changed to Custom).
  • Reduce number of presets to three plus Custom to simplify choosing of difficulty. Recruit and Regular will be mostly identical to what they were, Veteran will use the values of former Elite.
  • Vision Aid flag will be added. It shows "bubbles" which help to spot units. Before it was available only in config and enabled on Recruit difficulty.
  • Unlimited Saves flag will be set to Enabled on Regular difficulty.
  • VON ID will be set to Enabled on all difficulties, since by default we want to know who's speaking.
  • Clock Indicator flag will be removed. Clock Indicator was switched off long time ago, only the flag remained in code.
  • Game Options button and difficulty indicator in MP Create Game dialogue. The button will allow users to set difficulty flags without shutting down the server.

Phase 2

  • Difficulty options will be divided to groups and some of them renamed for better comprehensibility.
  • Extended HUD Info will be split to:
    • Weapon Info (weapon, magazine and round count in the top right corner of the screen).
    • Commands (command and informational icons displayed in the 3D space - heal, get in, injured in etc.).
  • Instead of separate options for displaying UI elements permanently, ComboBoxes with multiple values (Show, Hide, Fade out or Limited distance) will be introduced. Work on them is currently in progress and will be finished in Phase 3.
  • Indicator of required position in formation will become part of Group Indicators.
  • AI sliders will be visible on all of the AI Level presets.
  • UI helpers in the 3D space that fade out (commands, waypoints) will be able to be brought back by the J key, the same way as the new tasks do.
  • Auto Guide AT will be removed, since it has no impact on ammunition guidance. Moreover it influences target marker (square) and lock indicator (diamond) of various weapons, which should be part of the weapon itself not difficulty. From now on, the target marker and lock indicator will be dependent purely on canLock parameter of the weapon in a following way:
    • canLock == 0 - indicator is hidden
    • canLock == 1 - indicator is hidden (left only for backwards compatibility)
    • canLock == 2 - indicator is shown
  • Parameters in class Flags in CfgDifficultyPresets will be changed (names, their count, some of them will have int value instead of bool) according to the needs of the new system. Class Flags will be renamed to class Options to reflect the new state.
  • Script command difficultyEnabled connected to the former difficulty system will become obsolete and will always return false.
  • New script command difficultyOption will be added instead.

Phase 3

  • Added explanatory images and descriptions of the difficulty options. They can be found here as well.
  • Added Hide option to Weapon Info.
  • Added Limited distance option to Friendly and Enemy Name Tags, Detected Mines and Group Indicators.
  • Added new server config parameter forcedDifficulty. More details could be found in this post.
  • Tweaked UI in MP Create Game display to indicate more clearly which difficulty is selected, including indication of the forced difficulty.
  • Fixed unintentional disabling of the Difficulty tab in Game Options display when mission is not running.

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