That would mean something like setSkillFinal. I'm afraid this is something that would require many exceptions and would be tricky to handle from another user's PoV (why some AI are affected by difficulty and some aren't...)   AimingAccuracy skill or skillFinal? First one should always be the same (it's what you set via slider or script). The second one is after AI Level interpolation - the one actually used in simulation.
  Revive / incapacitation is currently a scripted/modular system with a specific MP use. Full sandbox support is definitely desired, but atm we've got no ETA. Not anytime soon.
  The best example is probably the aiDispersionCoef from fire mode config of a weapon. Let's have a weapon with a firemode with aiDispersionCoef 10 (ignoring the Y/X atm). But the actual coefficient that's used to increase bullet spread depends on the skill. The following table (still using that  aiDispersionCoef 10) could better show the difference between then old and new state.   AI's aimingAccuracy 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1 resulting coef. (old) 23.5 11 6.8 4.75 3.5 2.67 2.07 1.63 1.28 1 resulting coef. (new) 9.1 8.2 7.3 6.4 5.5 4.6 3.7 2.8 1.9 1
You can see the "most interesting" differences were happening ~ between 0.2-0.4 AI aimingAccuracy. Now we are talking about "final" skill - after taking the difficulty/AILevel into account.
To put it in a better perspective - on "Recruit", with AI Level Precision @ 0.2 - an AI with raw aimingAccuracy 0.38 actually translates to 0.194 final aimingAccuracy. And with raw aimingAccuracy 0.2 (still possible via editor) = 0.01 final aimingAccuracy. You can already imagine the resulting dispersion at that value using the old interpolation ;) Broken AI.   AI tends to throw a grenade at a target that the AI doesn't directly see, but it's able to estimate its position and knows it's an enemy.
As for UGL - the AI should be more prone to fire them on condensed groups of soldiers or vehicles - if the probable outcome has a higher value than firing a bullet. But there might be some tweaking necessary.
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