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MrDorf

Adjusting Multiplayer AI Accuracy?

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Is there a way to adjust the AI accuracy for all players universally when creating a coop multiplayer mission?

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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

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I'd say, high skill like 85000 and low precision to about 45000 or even 40000.

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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.

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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 tounge2.gif

(Although later i combined mine with seconds suppression scripts which also seem to affect the player)

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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...

banghead.gif

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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?

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Well I think it worked. I now die on the third or fourth shot rather than the first. confused_o.gif 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.

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Our hosted server bandwith are:

MinBandwidth=131072;

MaxBandwidth=204857600;

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