infiltrator_2k 29 Posted April 5, 2014 Just curious what the best skill level would be for Veteran.... I've currently got my AI at 7. I'm trying to simulate reality although I'm wondering if 7 is too strong as the Ai rarely miss. It seems after a couple of rounds have landed it's goodnight sweetheart. It sure makes a challenging MP game. Would you say 5 is a better balance and more realistic than 7? Cheers Ian Share this post Link to post Share on other sites
Grumpy Old Man 3540 Posted April 5, 2014 Depends on the enemy type you're trying to "simulate". Some backdoor thugs should behave different than soldiers or SF. To be really sure about your settings you could invite a few players to playtest your mission and check their feedback. Share this post Link to post Share on other sites
infiltrator_2k 29 Posted April 5, 2014 Do you fancy a bash then? :) Share this post Link to post Share on other sites
Beerkan 71 Posted April 5, 2014 (edited) You can set the individual skill level for a number of abilities, not just an overall value. For example. Here's a quick and dirty script to do just that. put this in the init of the AI Group Leader SKILLS = group this;_skill=[sKILLS] execVM "SetSkill.sqf"; And the SetSkill.sqf script /* Put this in the init of the Group Leader of a Patrol SKILLS = group this;_skill=[sKILLS] execVM "SetSkill.sqf"; */ if (!isServer) exitWith {}; _group = _this select 0; { // Regular fair skill _x setSkill ["aimingspeed", 0.15]; _x setSkill ["spotdistance", 0.15]; _x setSkill ["aimingaccuracy", 0.1]; _x setSkill ["aimingshake", 0.1]; _x setSkill ["spottime", 0.3]; _x setSkill ["spotdistance", 0.5]; _x setSkill ["commanding", 0.5]; _x setSkill ["general", 0.6]; } foreach units _group; Here are other configurations to try* // Normal Human _x setskill ["aimingAccuracy",0.65]; _x setskill ["spotDistance",0.95]; _x setskill ["spotTime",0.85]; _x setskill ["courage",0.75]; _x setskill ["commanding",1.00]; _x setskill ["aimingShake",0.65]; _x setskill ["aimingSpeed",0.85]; _x setskill ["endurance",0.75]; _x setskill ["reloadSpeed",0.75]; _x setskill ["general",0.8]; // Conscript very low skill _x setSkill ["aimingspeed", 0.05]; _x setSkill ["spotdistance", 0.05]; _x setSkill ["aimingaccuracy", 0.02]; _x setSkill ["aimingshake", 0.02]; _x setSkill ["spottime", 0.1]; _x setSkill ["spotdistance", 0.3]; _x setSkill ["commanding", 0.3]; _x setSkill ["general", 0.2]; // Rebels low skill _x setSkill ["aimingspeed", 0.1]; _x setSkill ["spotdistance", 0.1]; _x setSkill ["aimingaccuracy", 0.05]; _x setSkill ["aimingshake", 0.05]; _x setSkill ["spottime", 0.2]; _x setSkill ["spotdistance", 0.4]; _x setSkill ["commanding", 0.4]; _x setSkill ["general", 0.3]; // Regular fair skill _x setSkill ["aimingspeed", 0.15]; _x setSkill ["spotdistance", 0.15]; _x setSkill ["aimingaccuracy", 0.1]; _x setSkill ["aimingshake", 0.1]; _x setSkill ["spottime", 0.3]; _x setSkill ["spotdistance", 0.5]; _x setSkill ["commanding", 0.5]; _x setSkill ["general", 0.6]; // Trained soldiers medium skill _x setSkill ["aimingspeed", 0.2]; _x setSkill ["spotdistance", 0.2]; _x setSkill ["aimingaccuracy", 0.2]; _x setSkill ["aimingshake", 0.2]; _x setSkill ["spottime", 0.4]; _x setSkill ["spotdistance", 0.6]; _x setSkill ["commanding", 0.6]; _x setSkill ["general", 0.7]; // SpecOps good skill _x setSkill ["aimingspeed", 0.3]; _x setSkill ["spotdistance", 0.3]; _x setSkill ["aimingaccuracy", 0.3]; _x setSkill ["aimingshake", 0.3]; _x setSkill ["spottime", 0.5]; _x setSkill ["spotdistance", 0.8]; _x setSkill ["commanding", 0.8]; _x setSkill ["general", 0.9]; Taken from the mighty Eggbeast's post here. AI-Skill-Settings Edited April 9, 2014 by Beerkan Share this post Link to post Share on other sites
fn_Quiksilver 1633 Posted April 5, 2014 here is my base AI skill, called function that is applied to spawned units. if(!isServer) exitWith{}; { _x setSkill ["aimingAccuracy", 0.3]; _x setSkill ["aimingShake", 0.7]; _x setSkill ["aimingSpeed", 0.4]; _x setSkill ["commanding", 1]; _x setSkill ["courage", 1]; _x setSkill ["endurance", 1]; _x setSkill ["general", 1]; _x setSkill ["reloadSpeed", 1]; _x setSkill ["spotDistance", 0.8]; _x setSkill ["spotTime", 0.6]; } forEach (_this select 0); Keep in mind, AI skill in MP is also determined by server/network/mission performance. If the server is sluggish and its just chugging along, AI will be less skilled as their CPU usage is waiting in the same line as other processes. Share this post Link to post Share on other sites
infiltrator_2k 29 Posted April 6, 2014 You can set the individual skill level for a number of abilities, not just an overall value.For example. Here's a quick and dirty script to do just that. put this in the init of the AI Group Leader SKILL = group this;_skill=[sKILL] execVM "SetSkill.sqf"; And the SetSkill.sqf script /* Put this in the init of the Group Leader of a Patrol SKILL = group this;_skill=[sKILL] execVM "SetSkill.sqf"; */ if (!isServer) exitWith {}; _group = _this select 0; { // Regular fair skill _x setSkill ["aimingspeed", 0.15]; _x setSkill ["spotdistance", 0.15]; _x setSkill ["aimingaccuracy", 0.1]; _x setSkill ["aimingshake", 0.1]; _x setSkill ["spottime", 0.3]; _x setSkill ["spotdistance", 0.5]; _x setSkill ["commanding", 0.5]; _x setSkill ["general", 0.6]; } foreach units _group; Here are other configurations to try* // Normal Human _x setskill ["aimingAccuracy",0.65]; _x setskill ["spotDistance",0.95]; _x setskill ["spotTime",0.85]; _x setskill ["courage",0.75]; _x setskill ["commanding",1.00]; _x setskill ["aimingShake",0.65]; _x setskill ["aimingSpeed",0.85]; _x setskill ["endurance",0.75]; _x setskill ["reloadSpeed",0.75]; _x setskill ["general",0.8]; // Conscript very low skill _x setSkill ["aimingspeed", 0.05]; _x setSkill ["spotdistance", 0.05]; _x setSkill ["aimingaccuracy", 0.02]; _x setSkill ["aimingshake", 0.02]; _x setSkill ["spottime", 0.1]; _x setSkill ["spotdistance", 0.3]; _x setSkill ["commanding", 0.3]; _x setSkill ["general", 0.2]; // Rebels low skill _x setSkill ["aimingspeed", 0.1]; _x setSkill ["spotdistance", 0.1]; _x setSkill ["aimingaccuracy", 0.05]; _x setSkill ["aimingshake", 0.05]; _x setSkill ["spottime", 0.2]; _x setSkill ["spotdistance", 0.4]; _x setSkill ["commanding", 0.4]; _x setSkill ["general", 0.3]; // Regular fair skill _x setSkill ["aimingspeed", 0.15]; _x setSkill ["spotdistance", 0.15]; _x setSkill ["aimingaccuracy", 0.1]; _x setSkill ["aimingshake", 0.1]; _x setSkill ["spottime", 0.3]; _x setSkill ["spotdistance", 0.5]; _x setSkill ["commanding", 0.5]; _x setSkill ["general", 0.6]; // Trained soldiers medium skill _x setSkill ["aimingspeed", 0.2]; _x setSkill ["spotdistance", 0.2]; _x setSkill ["aimingaccuracy", 0.2]; _x setSkill ["aimingshake", 0.2]; _x setSkill ["spottime", 0.4]; _x setSkill ["spotdistance", 0.6]; _x setSkill ["commanding", 0.6]; _x setSkill ["general", 0.7]; // SpecOps good skill _x setSkill ["aimingspeed", 0.3]; _x setSkill ["spotdistance", 0.3]; _x setSkill ["aimingaccuracy", 0.3]; _x setSkill ["aimingshake", 0.3]; _x setSkill ["spottime", 0.5]; _x setSkill ["spotdistance", 0.8]; _x setSkill ["commanding", 0.8]; _x setSkill ["general", 0.9]; Taken from the mighty Eggbeast's post here. AI-Skill-Settings here is my base AI skill, called function that is applied to spawned units.Keep in mind, AI skill in MP is also determined by server/network/mission performance. If the server is sluggish and its just chugging along, AI will be less skilled as their CPU usage is waiting in the same line as other processes. Cheers chaps I'll give them a go. I think skill level 7 generally is too unrealistic as AI are too accurate. Their courage is set to high too when in real life self-preservation and anxiety would definitely be more of a factor. Share this post Link to post Share on other sites
infiltrator_2k 29 Posted April 7, 2014 Well guys, I edited the AI's skill level parameters and WOW, what a difference! The game was much more enjoyable as the firefights last longer and are way more immersive. The mission I created is already difficult, what with everything turned of - i.e., crosshairs, 3rd person, player tags etc.. I hosted a game yesterday and had eight of the ten available slots filled and everyone had a blast and seemed to enjoy the mission - so much so they hung around for round two and some even three. The mission was taking over an hour to complete so I think it's an achievement to keep players wanting more. Having bullets hitting all around you chalking up dust is so much more enjoyable than having the second or third bullet kill you. Way less frustrating too. Share this post Link to post Share on other sites