Date: 2013-06-28 06:58
MB’s Universal AI Skill Adjustment [BETA]by
This add-on is intended to give you detailed control over the AI skill level in any ArmA3 mission, when you play singleplayer or act as a multiplayer host. It cannot affect the skill level of AI in a multiplayer mission that you join as a client.
This add-on was inspired by the Zeu_ServerSkills addon. I was finding that the Zeus add-on did not seem to handle dynamically spawned AI, and also thought there was potential for more detailed and flexible control over the AI – hence the creation of this Add-on.
When this addon is active, it automatically adjusts the skill levels of all AI in a mission, using settings that you configure in a text file in the ArmA “userconfig” folder.
Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:/Program Files/Steam/Steamapps/Common/ArmA 3/
64-Bit - C:/Program Files (x86)/Steam/Steamapps/Common/ArmA 3/
After extraction it should look like this:
You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
When present place the "userconfig" folder into your game install folder, usually:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
You may already have "userconfig" folder from other addons/mods in which case it is safe to merge the contents from this archive.
You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:
You can also use -nosplash to get rid of the splash art and intro videos.
And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!
When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.
The mod should function independently of any other mods that adjust AI skills, and will probably end
up overwriting any skill level changes applied by those mods. It should not affect any AI behaviourmodifying
mods, unless those rely on the AI having specific skill levels!
Arma 2 Compatibility:
The add-on could theoretically also work for ArmA2, but the CBA Extended Eventhandlers mod seems to go by a different name in ArmA2, so the PBO would have to be re-done with the appropriate dependency listed.
The mod is configured via a file called "MB_SkillSet.hpp" in the Arma 3 userconfig folder. It can be edited using any normal text editor. Notepad is fine.
The file primarily defines a set of “Skillset tables”, each with a “key” that determines what units it applies to.
You can add as many Skillset Tables as you like, so long as the first table has an empty key (“”). Just make sure you get the commas right, and the square-brackets balanced!
The file also defines two values that determine how frequently the addon scans and adjusts the unit skill values, and how quickly it scans through the list of units. These can be used to limit CPU load (which seems to be minimal), and control how quickly newly-spawned units are picked up and adjusted.
Note: Skillset Table Keys
The logic looks at each unit, concatenates its rank and its class name with a “+”; e.g. “Private+O_Soldier_F”), and then checks each SkillSet table in turn to see if the table’s “key” value can be found anywhere in the unit’s concatenated string. If it can be found, the logic stops checking any further tables, and applies the skill settings from that table to that unit.
If no matches are found, then the first Skillset table (the one with the empty key) is used.
The “class name” for any type of unit can be seen in the Mission Editor, in the top-right corner of the unit window.
If you modify the MB_SkillSet.hpp, exiting and restarting the mission will load the new values. This includes dropping back to the Mission Editor, then clicking “Preview” again.
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