Difference between revisions of "Arma 3 AI Skill"

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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.
===aimingAccuracy===
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{| class="wikitable sortable"
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|-
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! Sub-Skill !! Effect !! Influence
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|-
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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 (Higher value = more controlled fire)
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* 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
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* Affects how certain the AI must be about its aim on target before opening fire  
 
+
||
===aimingShake===
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* Higher value means the AI can lead a target better
* Affects how steadily the AI can hold a weapon (Higher value = less weapon sway)
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* Higher value means the Ai can estimate range and calculate bullet drop more precicely
 
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* Higher value means the AI can compensate weapon dispersion better
===aimingSpeed===
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* Higher value means the AI can control the recoil better
* Affects how quickly the AI can rotate and stabilize its aim (Higher value = faster, less error)
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* Higher value means the AI needs to now less to open up fire
 
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|-
===commanding===
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| aimingSpeed  
* Affects how quickly recognized targets are shared with the group (Higher value = faster reporting)
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||
 
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* Affects how quickly the AI can rotate and stabilize its aim
===courage===
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||
* Affects unit's subordinates' morale (Higher value = more courage)
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* Higher value means the AI can rotate and stabilize its aim faster
 
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|-
===endurance===
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| commanding  
*''Disabled in Arma3''
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||
 
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* Affects how quickly recognized targets are shared with the group
===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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* Higher value means the AI can report targets faster
 
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|-
===reloadSpeed===
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| courage  
* Affects the delay between switching or reloading a weapon (Higher value = less delay)
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||
 
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* Affects unit's subordinates' morale (Higher value = more courage)  
===spotDistance===
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||
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* Higher value means the AI has got more courage
 +
|-
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| endurance  
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||
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*''Disabled in Arma3''  
 +
||
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* ''Disabled''
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|-
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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.  
 +
||
 +
* ?
 +
|-
 +
| reloadSpeed  
 +
||
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* Affects the delay between switching or reloading a weapon
 +
||
 +
* Higher value means the AI can switch or reload weapons faster
 +
|-
 +
| spotDistance  
 +
||
 
* 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)  
 
+
||
===spotTime===
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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 = quicker reaction)
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* Higher value means the AI will collect information about targets more precisely
 +
|-
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| spotTime  
 +
||
 +
* Affects how quick the AI react to death, damage or observing an enemy
 +
||
 +
* Higher value means the AI will react faster to death, damage or enemies
 +
|-
 +
| aimingShake
 +
||
 +
* Affects how steadily the AI can hold a weapon (Higher value = less weapon sway)  
 +
||
 +
* Higher value means the AI will be more precise
 +
|}
  
 
==CfgAISkill==
 
==CfgAISkill==

Revision as of 17:59, 21 December 2018


AI skill/level/final skill
Difficulty Menu
Skill setting in Eden Editor

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:

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
aimingAccuracy
  • Affects how well the AI can lead a target
  • Affects how accurately the AI estimate range and calculates bullet drop
  • Affects how well the AI compensates for weapon dispersion
  • 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
  • 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
  • Higher value means the AI needs to now less to open up fire
aimingSpeed
  • Affects how quickly the AI can rotate and stabilize its aim
  • Higher value means the AI can rotate and stabilize its aim faster
commanding
  • Affects how quickly recognized targets are shared with the group
  • Higher value means the AI can report targets faster
courage
  • Affects unit's subordinates' morale (Higher value = more courage)
  • Higher value means the AI has got more courage
endurance
  • Disabled in Arma3
  • Disabled
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 means the AI can switch or reload weapons faster
spotDistance
  • 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)
  • Higher value means the AI is better at spotting targets
  • Higher value means the AI will collect information about targets more precisely
spotTime
  • Affects how quick the AI react to death, damage or observing an enemy
  • Higher value means the AI will react faster to death, damage or enemies
aimingShake
  • Affects how steadily the AI can hold a weapon (Higher value = less weapon sway)
  • Higher value means the AI will be more precise

CfgAISkill

CfgAISkill is a set of arrays, related to AI Sub-skills, defining the interpolation curve of each of the sub-skill.

Example

Interpolation with vanilla A3 CfgAISkill

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};

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