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Hello,

 

I noticed something strange when I load up my mission on a multiplayer server. I have changed the "skillAI" and "precisionAI" values in the .Arma3Profile file on the server that I am using, but when I double click on a soldier in the Zeus view, I still see that the soldier's skill level is at the default 50%. Are the custom values being applied and just not showing or is there an error somewhere? See the full .Arma3Profile script for my server below.

version=1;
blood=1;
singleVoice=0;
gamma=1;
brightness=1;
maxSamplesPlayed=128;
difficulty="Custom";
class DifficultyPresets
{
	class CustomDifficulty
	{
		class Options
		{
			groupIndicators=2;
			friendlyTags=2;
			enemyTags=0;
			detectedMines=2;
			commands=2;
			waypoints=2;
			weaponInfo=2;
			stanceIndicator=2;
			reducedDamage=0;
			staminaBar=2;
			weaponCrosshair=1;
			visionAid=0;
			thirdPersonView=1;
			cameraShake=1;
			scoreTable=0;
			deathMessages=1;
			vonID=1;
			mapContent=0;
			mapContentFriendly=0;
			mapContentEnemy=0;
			mapContentMines=0;
			autoReport=0;
			multipleSaves=0;
		};
		aiLevelPreset=3;
	};
	class CustomAILevel
	{
		skillAI=0.80000001;
		precisionAI=0.40000001;
	};
};
sceneComplexity=1000000;
shadowZDistance=100;
viewDistance=3000;
preferredObjectViewDistance=3000;
terrainGrid=3.125;
volumeCD=10;
volumeFX=10;
volumeSpeech=10;
volumeVoN=10;
vonRecThreshold=0.029999999;

 

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Yes I think I did. See the following lines below which is in "default.cfg". Should this be in "server.cfg"?
 

//     MISSION MNAGAEMENT     //
missionWhitelist[] = {};                      

//     MISSIONS CYCLE     //
class Missions
{
     class Mission1
     {
          template = "Mission.Tanoa";
          difficulty="Custom";
     };
};

 

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Yes. I am renting a server that had this already set up, so I apologize if I sound a little confused. It is probably just overwritten to rather use the default.cfg since I am able to play the mission and change the server details too and see the effects. But getting back to my question about the AI skill level, is this an effective way of changing the skill variables of the AI or is it better to use a script with the "setSkill" command? It does look like the enemy AI are influenced like they should be with those commands that I described, but it is just the fact that it is not showing in the zeus view that has me doubting the whole thing.

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