Difference between revisions of "Arma 3 AI Skill"

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m (Modders)
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=== Scenario Designers ===
 
=== Scenario Designers ===
*A scenario designer has three ways to influence the AI skill.
+
*A scenario designer has four ways to influence the AI skill.
 
**By changing the skill slider in [[Eden Editor: Object#Attributes|Eden Editor]] for each individual unit.
 
**By changing the skill slider in [[Eden Editor: Object#Attributes|Eden Editor]] for each individual unit.
 
**By using functions like [[BIS_fnc_EXP_camp_setSkill]] or [[BIS_fnc_EXP_camp_dynamicAISkill]] to set the skill of multiple AI entities at once.  
 
**By using functions like [[BIS_fnc_EXP_camp_setSkill]] or [[BIS_fnc_EXP_camp_dynamicAISkill]] to set the skill of multiple AI entities at once.  
 
**By using commands like [[setSkill]].
 
**By using commands like [[setSkill]].
 +
**By using the '''Set Skill''' module which allows to change the skill of AI Entities for example when a trigger was activated.
  
 
=== Modders ===
 
=== Modders ===

Revision as of 12:13, 23 December 2018

🏗
This article is a work in progress!
Some information on this page were not confirmed by BIS!
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:

  • Inherited from the value set via setSkill
  • Skill set in Eden Editor
  • Exact value set by the setSkill command
  • AI skill is also influenced by the global setting in the difficulty menu.

Each sub-skill is then interpolated with the values set in CfgAISkill.

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 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
  • Affects the accuracy of the 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 means the AI will be more precise

CfgAISkill

CfgAISkill is a set of arrays, related to Sub-Skills, defining the interpolation curve of each of the sub-skill. They can be changed by a mod for example.

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

Table

Sub-Skill minInputSkillLimit (w) resultingSubSkillLowerBoundary (x) maxInputSkillLimit (y) resultingSubSkillLowerBoundary (z)
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
general 0 0 1 1
reloadSpeed 0 0 1 1
spotDistance 0 0 1 1
spotTime 0 0 1 1

Config

Show text


Related Commands

Finding the right AI Skill

Players

  • As player one can only influence AI skill by changing the global skill settings Skill and Precision. One has also the option to choose one of the default AI Levels.
    • Skill: Influences multiple sub-skills related to the AIs "intelligence". If the value is set too low, the AI will be dumb.
    • Precision: Influences sub-skilles related to AIs precision. If the value is set too high, the AI will have a super human precision. Lower values result mostly in interesting fire fights.

Scenario Designers

  • A scenario designer has four ways to influence the AI skill.

Modders

  • A modder can influence the AI skill by overwriting CfgAISkill.

External Links