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icehollow

AI settings - how to strike a balance?

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After alot of assessment and fiddling around with AI on different difficulty levels, I've come to the conclusion that there must be a way to have AI retain the capability of high difficulties, yet without the ridiculous laser beam accuracy.

At 0.62 difficulty, and using SIX_pack 3 mods (suppression and increased AI spotting/engagement range) I found that I could have enjoyable but still challenging back and forth firefights with near misses instead of constant laser like accuracy. However, they lack the tactical capability they have on something like veteran mode, where the AI will get wide flanks going etc.

So what I'm asking is there anyway to edit the AI so they can achieve a balance of this?

Cheers,

Ice.

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Go to your playername.ArmaProfile in the profile folder (normally in 'My Documents'wink_o.gif. Open the file up with a text-editor and look for this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> skillFriendly=0.950000;

skillEnemy=0.950000;

precisionFriendly=0.600000;

precisionEnemy=0.600000;

It will probably look different, but there you can tweak the precision of enemies and friendlies.

If you have a dedicated server you need to tweak there as the server handles the AI that is not local (everyone except the AI under your command).

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I prefer maxed out skill of 1.0, and .4 for friendly precision, .33 for enemy. I use Truerange AI, so I get some pretty nice long range firefights going.

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After alot of assessment and fiddling around with AI on different difficulty levels, I've come to the conclusion that there must be a way to have AI retain the capability of high difficulties, yet without the ridiculous laser beam accuracy.

At 0.62 difficulty, and using SIX_pack 3 mods (suppression and increased AI spotting/engagement range) I found that I could have enjoyable but still challenging back and forth firefights with near misses instead of constant laser like accuracy. However, they lack the tactical capability they have on something like veteran mode, where the AI will get wide flanks going etc.

So what I'm asking is there anyway to edit the AI so they can achieve a balance of this?

I don't know how 6th Sense's suppression framework works, but it might be that when one team is suppressed to some degree it goes bit of unwilling to do anything else than seek cover and shoot. As engaging usually means that they are sent on suicide mission if enemy is capable to fight back.

So to get them flanking they need to have group out of combat as a reserve unit. Then it should understand to get into flanks. Guard-waypoint might work. This however has to be considered when doing mission.

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Instead of using scripts, my clan and I use skill re-defines and they improve the ai greatly in how they fire at you. Increased spotting distances/times, with accurate, but not pinpoint headshots every second accuracy.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgPatches

{

class AAF_IA

{

units[] = {};

weapons[] = {};

requiredVersion = 1.14;

requiredAddons[] = {};

};

};

class CfgAISkill

{

aimingAccuracy[] = {0, 0.2, 1, 0.2};

aimingShake[] = {0, 0.27, 1, 0.27};

aimingSpeed[] = {0, 1, 1, 1};

courage[] = {0, 1, 1, 1};

commanding[] = {0, 1, 1, 1};

endurance[] = {0, 1, 1, 1};

general[] = {0, 1, 1, 1};

reloadSpeed[] = {0, 1, 1, 1};

spotDistance[] = {0, 1, 1, 1};

spotTime[] = {0, 1, 1, 1};

};

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Just a quick question along the same vein. I've been playing with the Editor, and I'm wondering if setting the NPC RANK (corporal-captain-whatnot) has any effect on the game?

I created a team of maxed skill Spec-ops soldiers all set to Colonel rank and they seemed to Lazer through the other troops. (they had not before)

This test was brought to you by pure-guess-work@arbitrary-judgement.gov.no

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Affects to they will to flee. Skill and rank both have effect in this. I believe it's only relative for leaders.

I'm not sure do they handle commanding better with higher level. I haven't studied that.

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Instead of using scripts, my clan and I use skill re-defines and they improve the ai greatly in how they fire at you. Increased spotting distances/times, with accurate, but not pinpoint headshots every second accuracy.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgPatches

{

class AAF_IA

{

units[] = {};

weapons[] = {};

requiredVersion = 1.14;

requiredAddons[] = {};

};

};

class CfgAISkill

{

aimingAccuracy[] = {0, 0.2, 1, 0.2};

aimingShake[] = {0, 0.27, 1, 0.27};

aimingSpeed[] = {0, 1, 1, 1};

courage[] = {0, 1, 1, 1};

commanding[] = {0, 1, 1, 1};

endurance[] = {0, 1, 1, 1};

general[] = {0, 1, 1, 1};

reloadSpeed[] = {0, 1, 1, 1};

spotDistance[] = {0, 1, 1, 1};

spotTime[] = {0, 1, 1, 1};

};

Where can I find more information on those settings? I have never seen it laid out like that, is tha tin the arma.cfg file? Thanks

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if you don't mind using scripts, Kronzky's urban patrol script is really good for making the ai do flanking and other tactical movements.

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Another question is, are these settings in the ArmaProfile file MP friendly?

What I mean is if the host sets the difficulty settings to a specific level will all players who join will have the same automatically? Or are these setting client side only?

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Quote[/b] ]the host sets the difficulty settings to a specific level will

all players who join will have the same automatically

yes

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<my post>

Where can I find more information on those settings?  I have never seen it laid out like that, is tha tin the arma.cfg file?  Thanks

Its an addon, all you need to do is compile/binarize that config.cpp, and its only required server side or client side if single player.

xmas_o.gif

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I gave this a go, cut and pasted the code into a notepad txt file and called it config.cpp. Then put this in a folder called niceai or something. Then pbo it with pboview and then uploaded the pbo to my server. I can honestly say its the first time I've heard shots around me which out the next "miracle shot" killing me. The enemy engage at greater distance but with realistic targeting. You can also suppress quite well to. Its great. Thanks Rommel for your lines of great code notworthy.gif

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Anyone know where to find ArmA stock values for the "class CfgAISkill" settings?

/KC

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You can find them in the main  ArmA Folder/Dta/bin/config.bin

here's the default vaules

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgAISkill {

aimingAccuracy[] = {0, 0, 1, 1};

aimingShake[] = {0, 0, 1, 1};

aimingSpeed[] = {0, 0.5, 1, 1};

endurance[] = {0, 0, 1, 1};

spotDistance[] = {0, 0.2, 1, 0.4};

spotTime[] = {0, 0, 1, 0.7};

courage[] = {0, 0, 1, 1};

reloadSpeed[] = {0, 0, 1, 1};

commanding[] = {0, 0, 1, 1};

general[] = {0, 0, 1, 1};

};

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Thanks mate! BIN.PBO/config.bin is now UnBin'ed and saved for reference.

/KC

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is this not part of the PROPER AI test framework?

Rg has tweaked these for trueRange AI, as has Sickboy

in his Sixpack 3.

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Probably is Q was a long time I fiddled around with your framework, will take a look there as well!

/KC

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