MrDorf 0 Posted May 24, 2007 Is there a way to adjust the AI accuracy for all players universally when creating a coop multiplayer mission? Share this post Link to post Share on other sites
1436 1 Posted May 24, 2007 on the server porfile config or host if thay have thare ai set to regular/vet it will change the server aswell. open the server profile/host and look for this skillFriendly=0.850000; skillEnemy=0.850000; precisionFriendly=0.850000; precisionEnemy=0.850000; and change it what you need... more = beter ai less = sucky ai Share this post Link to post Share on other sites
Rambo-16AAB 0 Posted May 24, 2007 what would the best realistic options be ? Share this post Link to post Share on other sites
Rici 0 Posted May 24, 2007 I'd say, high skill like 85000 and low precision to about 45000 or even 40000. Share this post Link to post Share on other sites
Bunks 0 Posted May 24, 2007 setting the ai skill at .85 and the precision at .40 has produced some nice firefights. The only problem is, at .40 precision causes the AI to delay a bit too long in close quarters. They look at you 10 feet away and pause like they are swaying back and forth. But when I tested it at .40 for enemy precision and .35 friendly AI precision, it creates some intense firefights and made me feel immersed in the game more. Share this post Link to post Share on other sites
NeMeSiS 11 Posted May 25, 2007 I'd say, high skill like 85000 and low precision to about 45000 or even 40000. I personally prefer 47500, 40000 looks nice but isnt much of a challenge (Although later i combined mine with seconds suppression scripts which also seem to affect the player) Share this post Link to post Share on other sites
KenO 0 Posted June 10, 2007 ok, time for a stupid question (or two): What if you are leasing a game server and the {server/host}.ArmAProfile cant be found or is not in the ftp permitted path? Can the "class difficulties{}" be created/overridden inside the dedicated server's server.cfg file? I guess I'll try and see if that works, but I am afraid judging success or fail will be very subjective... Share this post Link to post Share on other sites
frederf 0 Posted June 11, 2007 How does the AI slider in the mission editor effect MP AI levels? Does it override the server cfg or does the server cfg override it? Share this post Link to post Share on other sites
KenO 0 Posted June 11, 2007 Well I think it worked. I now die on the third or fourth shot rather than the first. Sometimes, I even manage to find cover and avoid being shot up. I added the following to the end of my servercfg file. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Difficulties { class regular { class Flags { Armor=1; FriendlyTag=1; EnemyTag=0; HUD=1; HUDPerm=1; HUDWp=1; HUDWpPerm=1; AutoSpot=1; Map=1; WeaponCursor=1; AutoGuideAT=1; ClockIndicator=1; 3rdPersonView=1; Tracers=1; UltraAI=0; AutoAim=0; UnlimitedSaves=1; }; skillFriendly=0.750000; skillEnemy=0.600000; precisionFriendly=0.400000; precisionEnemy=0.400000; }; class veteran { class Flags { HUD=1; HUDWp=1; HUDWpPerm=1; WeaponCursor=1; ClockIndicator=1; 3rdPersonView=1; Tracers=1; UltraAI=0; }; skillFriendly=0.850000; skillEnemy=0.850000; precisionFriendly=0.450000; precisionEnemy=0.450000; }; No complaints upon restarting the server. Now, if I can only figure out the source of the lag when two or more ppl join the server... The folks at ArtofWar cant seem to tell me what to put for the bandwidth settings in the cfg file. Share this post Link to post Share on other sites
USAV005 0 Posted June 13, 2007 Our hosted server bandwith are: MinBandwidth=131072; MaxBandwidth=204857600; Share this post Link to post Share on other sites