Author: ligthert
Author Website: http://lowtac.nl/

Requirements: Community Base addons A3

Version: 2016.03.08
Signed: Yes, serverkey included

Short description: SL's AI Skill Setter is a mod that sets the skill and other behavior of units determined by the admin or mission maker with commands made available by Bohemia Interactive for ArmA 3.

Date: 2016-03-08 22:31


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SL's AI Skill Setter

by
Sacha Ligthert


Description:
SL's AI Skill Setter is a mod that sets the skill and other behavior of units determined by the admin or mission maker with commands made available by Bohemia Interactive for ArmA 3. Since BIS has improved the AI to the point where it satisfies my needs but vanilla still are Rambo Sniper AI, I needed a mod that reduced these skills without adding extra fluff. So I made this mode.

What differs from this mod (as far as I've seen) compared to other mods is that this just reduces the skill and allows you to change a few characteristics. And this either through SQF, triggers or a debug console on the fly in the way the script is set up (it loops).


Features:
Sets AI skills to pleasing levels that allows for long firefights (and punishment if you make mistakes)
Has default settings, but allows for changes to be made on the fly through scripting, triggers or the debug console
Works with AI local to the game. So Zeus running this mod would set spawned unit skills automatically
Makes use of SQF offered by ArmA 3


Installation:
To install the SL's AI Skill Setter you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.


Included files:
setSkill.pbo


Usage:
For usage instructions and information of how to use these xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx please refer to the included documentation and/or example mission.

When you load in the mod it should kick-off automagically. But you can enable/change features on the fly, just open the debug console, put it in the init of a unit, init.sqf of the scenario or in a trigger. These changes will be made during the next update cycle.

Apply these changes globally if you run zeus or just on the server when you have it running, only on the server.
Mod Operation
SL_AI_DEBUG (default: 0) When enabled (1) it will print an extra line at the end of each cycle telling how much AI it "enhanced"
SL_AI_SLEEP (default: 60) Seconds between every cycle
SL_AI_SIDE (default: ["EAST","GUER"]) This tells the mod which units to modify.

AI Skills
SL_AI_ABILITY (default: 0.8) See https://community.bistudio.com/wiki/setUnitAbility
The following are set with https://community.bistudio.com/wiki/AI_Sub-skills
SL_AI_AIMACC (default: 0.2 + (random 0.1) )
SL_AI_AIMSHA (default: 0.15)
SL_AI_AIMSPE (default: 0.25)
SL_AI_SPOTDIST (default: 0.85)
SL_AI_SPOTTIME (default: 0.7)
SL_AI_COURAGE (default: 0.35)
SL_AI_RELOADS (default: 0.8)
SL_AI_CMNDS (default: 0.75)
SL_AI_GENERAL (default: 0.75)

AI Features
SL_AI_FLEEING (default: 0) I hate my players. AI shouldn't run. See: https://community.bistudio.com/wiki/allowFleeing
SL_AI_NOTIS (default: 1) Turn off thermals on vehicles and guns run by a side. This should prevent AI with .50-cals spawned by ALiVE checkpoints from ganking your from 1000m. To enable thermals again https://community.bistudio.com/wiki/disableTIEquipment
SL_AI_STAMINA (default: 1) Turn off fatigue for the fragfood so they can keep running while they happily kill you (with a rake).


Known issues:
Doesn't make thee yet.


Credits & Thanks:
Whistle for the perpetual reminder to finish this mod ;)
Lowlands Tactical for being my lab rats! :D


Changelog:
v20160308
Initial release


Forum topic:
- BI forums



- Community Base addons A3




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