tmp95 16 Posted September 28, 2013 I'm curious about the AI skill settings (slider) within the editor when creating your own mission. How much difference does this slider actually make? I've noticed units with say about a 40 ratings shooting just as accurately as units with a 100 rating. Repeatedly. Also really wish BIS would put out a more in-depth and easily useable tool that allowed one to adjust all the individual settings that make up the Skill rating (be it aiming accuracy, Aiming shake, Spot distance, courage, Generalship, etc). There was a great an easy tool that did this (as a mod) for A2. Why can't BIS put something like this out. As is now, it seems you have to lower the skill rating down very low (in order not to get sharp shooters) yet that also dumbs down the enemy AI in terms of generalship. A tool that allowed one to lower aiming accuracy and aiming speed while at the same time keeping general ship realitively high is a great combination). Share this post Link to post Share on other sites
Big_D4ddy 10 Posted September 28, 2013 I am hoping this gets looked at next as it does spoil the game greatly having God like AI spotting you no matter how stealthy you are, also I hope the MOD community gets to grip with it too(fingers crossed).... Share this post Link to post Share on other sites
aoshi 1 Posted September 28, 2013 Looks like Bis do this, if have a good mod that did it in arma 2, they don't do in arma3. Share this post Link to post Share on other sites
tmp95 16 Posted September 29, 2013 Has BIS ever given an official position on why it does not have option to adjust all the individual skill ratings (that make up the overall skill setting). This alone would go a long way to making the game better... Share this post Link to post Share on other sites
tmp95 16 Posted September 29, 2013 The more I playtest A3 - With OpFor AI (rated about 50 out of a 100 , based on the skills values set to units within the editor) and BluFor rated a 100. I really don't see much of a difference between the two. It seems there should certainly be a difference in aiming / shot accuracy (as well as likely enemy spotting, etc). Yet Im really not seeing this. Place the two groups and watch and oftenly seeing both take the same KIA rates...over and over. Even when placing 100 rated Blufor in advantageous high ground circumstances. Share this post Link to post Share on other sites
griffz 1 Posted September 29, 2013 (edited) in a perfect world , difficulty should be plan in the mission itself. As it override the enemyskill and enemyprecision value set in your user profile. i suppose. That said, i personnaly don't know the truth about difficulty in arma3 . it seems to be several more attribut as seen in "Aiskill" mod config file. class CfgAISkill { //aimingAccuracy[] = {0,0,1,1}; BIS Default dev version 0.72 aimingAccuracy[] = {0,0.2,1,0.45}; aimingShake[] = {0,0,1,1}; aimingSpeed[] = {0,0.2,1,0.6}; endurance[] = {0,0,1,1}; spotDistance[] = {0,0.2,1,0.45}; spotTime[] = {0,0,1,0.45}; courage[] = {0,0,1,1}; reloadSpeed[] = {0,0,1,1}; commanding[] = {0,0,1,1}; general[] = {0,0,1,1}; }; terox indicate to play with profile file value , AND attribute in the file of his addon. As i see it, BI has a preset of all these attribut, wich scale with enemyskill and enemyprecision , "master" slider. Edited September 29, 2013 by griffz Share this post Link to post Share on other sites
tmp95 16 Posted September 29, 2013 in a perfect world , difficulty should be plan in the mission itself.As it override the enemyskill and enemyprecision value set in your user profile. i suppose. That said, i personnaly don't know the truth about difficulty in arma3 . it seems to be several more attribut as seen in "Aiskill" mod config file. terox indicate to play with profile file value , AND attribute in the file of his addon. As i see it, BI has a preset of all these attribut, wich scale with enemyskill and enemyprecision , "master" slider. Thanks for additional Info! I'm looking forward to when Terox puts out his next update for his Mod (which allows for adjusting these values). As i just did several more playtests. Really is odd how much more accurate OpFor AI (at a 50% setting) can have over BluFor AI which is set to 100% setting. Or to the effect of which there is hardly any difference at all (at a minimum). Share this post Link to post Share on other sites
griffz 1 Posted September 29, 2013 (edited) it is probable AIskill mod override all ai skill. in this case, it is normal that you can't change difference of skill between RED and BLUE. every units of every side will adopt skill defined in AIskill config file. the main question remain, IMHO , how applies enemyskill and enemyprecision value in MP scenario. it is a non sens. ps: i tested it. with vanilla game, i can invert the result of 1 VS 1 encounter simply changing skill slider in editor. with AIskill addon, i can't. Edited September 30, 2013 by griffz Share this post Link to post Share on other sites
DasClark 10 Posted September 30, 2013 Heyas, I don't have it infront of me but you can modify these values easily in the init.sqf file. I did a mission last night and was able to stand in the street with AI firing at me (and missing). You can tweak the values easily to represent any skill level you want (I had bumped up spottnig but dropped aim accuracy). DasClark Share this post Link to post Share on other sites