---
name: "Arma 3: AI Config Reference"
type: topic
source: https://community.bistudio.com/wiki/Arma_3:_AI_Config_Reference
revid: 373242
updated: 2025-04-12T22:20:55Z
---

# Arma 3: AI Config Reference

> [!NOTE]
> Note that this is the relevant page for Arma 3 AI configuration. Implementations for older Arma titles differ somewhat, but are irrelevant for Arma 3.

## [CfgBrains Config Reference](../topics/CfgBrains_Config_Reference.md)

As of Arma 3 v2.00 it contains three classes

- DefaultAnimalBrain
- DefaultCivilianBrain
- DefaultSoldierBrain

Each of which contains a Components class. Only DefaultSoldierBrain includes any components by default.

Sources:

1. [oukej, BI-Forums, AI Discussion](https://forums.bohemia.net/forums/topic/150499-ai-discussion-dev-branch/?do=findComment&comment=3367671)
1. [klamacz, BI-Forums, AI Discussion](https://forums.bohemia.net/forums/topic/150499-ai-discussion-dev-branch/?page=168&tab=comments#comment-3075074)
1. [.kju, BI-Forums, AI must have better autonomy.](https://forums.bohemia.net/forums/topic/217481-ai-must-have-better-autonomy/?do=findComment&comment=3300586)

> [!IMPORTANT]
> Source 2 states that you can create a custom soldier brain, but nowhere is it stated which brain a unit will use.

### AIBrainAimingErrorComponent

#### B

##### best/worstDecreaseTime

**Description:** How long (in seconds) it should take a 1 and 0 [skilled](../commands/skill.md) unit respectivelly to stabilize their aim completely

###### bestDecreaseTime

**Type:** Float

**Default:** 0.2

###### worstDecreaseTime

**Type:** Float

**Default:** 2

#### D

##### damageCoef

**Type:** Float

**Default:** 10

**Description:** Importance of damage of entity, multiplier

#### F

##### fatigueCoef

**Type:** Float

**Default:** 10

**Description:** Importance of damage of entity, multiplier

#### L

##### lostTargetCoef

**Type:** Float

**Default:** 3

**Description:** Importance of loosing target event, multiplier

##### lostTargetTimeMax

**Type:** Float

**Default:** 3

**Description:** How long error is raising after loosing sight of target

##### lostTargetTimeMin

**Type:** Float

**Default:** 0.5

**Description:** How soon after loosing sight of target, error starts to raise

#### M

##### maxAngularError

**Type:** Float

**Default:** 0.1309

**Description:** Half of the error cone in radians

##### maxAngularErrorTurrets

**Type:** Float

**Default:** ? (*0.0872*, but sources do not all match)

**Description:** Half of the error cone in radians, used for turrets

##### movingInfluence

**Type:** Float

**Default:** 1

**Description:** Importance of moving in algorithm, multiplier

#### S

##### shootingInfluence

**Type:** Float

**Default:** 0.4

**Description:** Importance of shooting in algorithm, multiplier

##### suppressionCoef

**Type:** Float

**Default:** 0.5

**Description:** Importance of suppression value, multiplier

#### T

##### turningInfluence

**Type:** Float

**Default:** 1

**Description:** Importance of turning in algorithm, multiplier

### AIBrainCountermeasuresComponent

#### C

##### CMCheckDelay

**Type:** Float

**Default:** 0.8

##### CMOnTargettedProbability

**Type:** Float

**Default:** 0.1

#### N

##### nonLeaderSmokeProbability

**Type:** Float

**Default:** 0.1

#### M

##### minimalThrowDistance

Clarify

**Type:** Integer

**Default:** 900

##### minReactionTime

**Type:** Float

**Default:** 0.1

##### maxReactionTime

**Type:** Float

**Default:** 3

#### R

##### randomReactionTimePercent

**Type:** Float

**Default:** 0.2

#### S

##### suppressionThreshold

**Type:** Float

**Default:** 0.8

##### suppressionTimerMax

**Type:** Float

**Default:** 2

#### U

##### useSmokeGrenadeDelay

**Type:** Integer

**Default:** 20

### AIBrainSuppressionComponent

#### C

##### cause...

**Type:** Float

**Description:** How much impact different danger causes will have on suppression

###### causeBulletCloseWeight

**Type:** Float

**Default:** 0.5

> [!NOTE]
> Source 1 and 2 provides conflicting default values of 0.5 and 0.15

###### causeExplosionWeight

**Type:** Float

**Default:** 0.5

> [!NOTE]
> Source 1 and 2 provides conflicting default values of 0.5 and 0.15

###### causeFireWeight

**Type:** Float

**Default:** 0.5

###### causeHitWeight

**Type:** Float

**Default:** 0.5

#### D

##### ...DecreaseTime

**Type:** Float

**Description:** How long it will take for a unit to loose suppression

###### bestDecreaseTime

**Type:** Float

**Default:** 1

**Description:** How long it will take for a [skill](../commands/skill.md) 1 unit to loose suppression[*citation needed*]

###### worstDecreaseTime

**Type:** Float

**Default:** 10

**Description:** How long it will take for a [skill](../commands/skill.md) 0 unit to loose suppression[*citation needed*]

#### M

##### maxSuppression

**Type:** Float

**Default:** 1.0

**Description:** Maximum level of suppression

##### suppressionRange

**Type:** Float

**Default:** 1.0 / 20.0 ?

**Description:** Default suppression range, if not provided by ammo type

> [!NOTE]
> Source 1 and 2 provides conflicting default values of 1.0 and 20.0

##### suppressionThreshold

**Type:** Float

**Default:** 0.7

**Description:** Threshold to change behavior (use smoke grenades for example)

### AIBrainTargetSelectorComponent

As of Arma 3 v2.00 this component appears to be unimplemented and empty.

## [AI Skill Config Reference](../topics/AI_Skill.md)

### CfgAILevelPresets

This sets the values for the different presets available in Game Settings, by default there are four classes available:

- AILevelHigh
- AILevelMedium
- AILevelLow
- Custom

Each of which feature the following properties

#### D

##### displayName

**Type:** String

**Description:** Text displayed in the dropdown menu

```cpp
displayName = "Custom"
```

#### P

##### precisionAI

**Type:** Float

**Description:** Coefficient applied to all accuracy skills

#### S

##### skillAI

**Type:** Float

**Description:** Coefficient applied to all utility skills

### [CfgAISkill](../topics/AI_Skill.md#cfgaiskill)

#### A

##### aimingAccuracy

**Type:** Array

**Default:** {0,0,1,1}

##### aimingShake

**Type:** Array

**Default:** {0,0,1,1}

##### aimingSpeed

**Type:** Array

**Default:** {0,0.5,1,1}

#### C

##### commanding

**Type:** Array

**Default:** {0,0,1,1}

##### courage

**Type:** Array

**Default:** {0,0,1,1}

#### E

##### endurance

> [!IMPORTANT]
> This tokenName is no longer available in Arma 3.

**Type:** Array

**Default:** {0,0,1,1}

#### G

##### general

**Type:** Array

**Default:** {0,0,1,1}

#### R

##### reloadSpeed

**Type:** Array

**Default:** {0,0,1,1}

#### S

##### spotDistance

**Type:** Array

**Default:** {0,0,1,1}

##### spotTime

**Type:** Array

**Default:** {0,0,1,1}

### [CfgDifficultyPresets](../topics/Difficulty_Settings.md#configuration)

#### L

##### levelAI

**Type:** String

**Description:** Refers to [CfgAILevelPresets](../topics/AI_Config_Reference.md#cfgailevelpresets)

## AI Steering Components

Subclasses of *(configFile >> "CfgVehicles" >> _vehicle >> "components")* class

### [AICarSteeringComponent](../topics/AICarSteeringComponent.md)

*Default values taken from Car_F class*

#### A

##### allow...

boolean

```cpp
allowOvertaking = true;            // overtaking is part of collision avoidance
allowCollisionAvoidance = true;
allowDrifting = false;            // allow using movement vector as direction
```

#### C

##### commandTurnFactor

How strong AI will turn when commanded left/right

float

```cpp
commandTurnFactor = 1.0;
```

##### convoyPIDWeights[]

Array

```cpp
convoyPIDWeights[] = {1,0.01,0.01};
```

#### D

##### differenceAngleCoef

float

```cpp
differenceAngleCoef = 1.0;
```

##### doPredictForward

Prediction ahead is used for both steering and analysing of shape to modify the speed

Boolean

```cpp
doPredictForward = true;
```

###### predictForwardRange[]

Array

```cpp
predictForwardRange[] = { 1, 20 };
```

###### steerAheadSaturation[]

Steer ahead is a point to steer to, saturated down to given range, in meters

Array

```cpp
steerAheadSaturation[] = { 0.01, 0.4 };
```

##### doRemapSpeed

Remapping of maxSpeed of vehicle, for fast vehicles we want to lower the used speed

Boolean

```cpp
doRemapSpeed = true;
```

###### remapSpeedRange

Array

```cpp
remapSpeedRange[] = { 30.0, 70.0 };
```

###### remapSpeedScalar

Array

```cpp
remapSpeedScalar[] = { 1.0, 0.35 };
```

#### S

##### speedPIDWeights

Controls working parameters of speed PID controller (Kp, Ki, Kd)

Array

```cpp
speedPIDWeights[] = { 0.7, 0.2, 0.0 };
```

##### speedPredictionMethod

Integer: Determines the manipulability of the class.

| Value | Type |
|---|---|
| `0` | Three angles method |
| `1` | Wheel direction method |
| `2` | Combined method |

```cpp
speedPredictionMethod = 2;
```

###### ...AngleCoef

Four coef's to determine how much given angle should influence slowing down

Float

```cpp
wheelAngleCoef = 0.7;
forwardAngleCoef = 0.7;
steeringAngleCoef = 1.0;
differenceAngleCoef = 0.4;
```

###### minSpeedToKeep

Parameter of predictionMethod = 1

Float

```cpp
minSpeedToKeep = 0.1;
```

###### maxWheelAngleDiff

Parameter of predictionMethod = 1

Float

```cpp
maxWheelAngleDiff = 0.2616;
```

##### steeringPIDWeights

Controls working parameters of steering PID controller (Kp, Ki, Kd)

Array

```cpp
steeringPIDWeights[] = { 1.2, 0.1, 0.2 };
```

##### stuckMaxTime

For how long we allow to be not moving, before we consider us stuck

float

```cpp
stuckMaxTime = 3.0;
```

### AITankSteeringComponent

*Default values taken from Tank_F class*

#### A

##### allow...

boolean

```cpp
allowOvertaking = true;            // overtaking is part of collision avoidance
allowCollisionAvoidance = true;
allowDrifting = false;            // allow using movement vector as direction
allowTurnAroundInPoint = true;
```

#### C

##### commandTurnFactor

How strong AI will turn when commanded left/right

float

```cpp
commandTurnFactor = 1.0;
```

##### convoyPIDWeights[]

Array

```cpp
convoyPIDWeights[] = {1,0,0};
```

#### D

##### differenceAngleCoef

float

```cpp
differenceAngleCoef = 1.0;
```

##### doPredictForward

Prediction ahead is used for both steering and analysing of shape to modify the speed

Boolean

```cpp
doPredictForward = true;
```

###### predictForwardRange[]

Array

```cpp
predictForwardRange[] = { 1, 20 };
```

###### steerAheadSaturation[]

Steer ahead is a point to steer to, saturated down to given range, in meters

Array

```cpp
steerAheadSaturation[] = { 0.01, 0.4 };
```

##### doRemapSpeed

Remapping of maxSpeed of vehicle, for fast vehicles we want to lower the used speed

Boolean

```cpp
doRemapSpeed = false;
```

###### remapSpeedRange

Array

```cpp
remapSpeedRange[] = { 30.0, 70.0 };
```

###### remapSpeedScalar

Array

```cpp
remapSpeedScalar[] = { 1.0, 0.35 };
```

#### M

##### maxWheelAngleDiff

Parameter of predictionMethod = 1

Float

```cpp
maxWheelAngleDiff = 0.2616;
```

##### minSpeedToKeep

Parameter of predictionMethod = 1

Float

```cpp
minSpeedToKeep = 0.1;
```

#### P

##### predictForwardMaxSpeed

Integer

```cpp
minSpeedToKeep = 15;
```

#### S

##### speedPIDWeights

Controls working parameters of speed PID controller (Kp, Ki, Kd)

Array

```cpp
speedPIDWeights[] = { 0.7, 0.2, 0.0 };
```

##### speedPredictionMethod

Integer: Determines the manipulability of the class.

| Value | Type |
|---|---|
| `0` | Three angles method |
| `1` | Wheel direction method |
| `2` | Combined method |

```cpp
speedPredictionMethod = 3; // ?
```

###### ...AngleCoef

Four coef's to determine how much given angle should influence slowing down

Float

```cpp
wheelAngleCoef = 0.7;
forwardAngleCoef = 0.7;
steeringAngleCoef = 1.0;
differenceAngleCoef = 1.0;
```

##### steeringPIDWeights

Controls working parameters of steering PID controller (Kp, Ki, Kd)

Array

```cpp
steeringPIDWeights[] = { 1.2, 0.1, 0.2 };
```

##### stuckMaxTime

For how long we allow to be not moving, before we consider us stuck

float

```cpp
stuckMaxTime = 3.0;
```

## Other

### CfgAmmo

#### A

##### aiAmmoUsageFlags

**Type:** Integer

**Description:** Tells the AI how to use this Ammo. NOTE: Feature still WIP, some functions may not work yet or be removed later. See: [AI Devbranch](http://forums.bistudio.com/showthread.php?159711-Development-Branch-Captain-s-AI-Log&p=2945231&viewfull=1#post2945231)

| Value | Type | Description |
|---|---|---|
| `0` | None | ??? |
| `1` | Light | used for illumination |
| `2` | Marking | ??? |
| `4` | Concealment | used for smokes |
| `8` | CounterMeasures | ??? |
| `16` | Mine | ??? |
| `32` | Underwater | used in underwater environment |
| `64` | OffensiveInf | against infantry |
| `128` | OffensiveVeh | against vehicles |
| `256` | OffensiveAir | against air |
| `512` | OffensiveArmour | against armored vehicles |

Multiple flags can be combined by adding the values together

```cpp
aiAmmoUsageFlags = 4; //for concealment only
aiAmmoUsageFlags = "64 + 128"; //against infantry and light vehicles
```

##### airLock

**Type:** Boolean

**Description:** Declares if ammo can lock on air targets. Also makes *AI* to decide whether to engage air units with the particular ammo.

##### allowAgainstInfantry

**Type:** Boolean

**Description:** Default `true`. If `false`, the *AI* will not (deliberately) employ this weapon against infantry targets. Used to override *[cost](../topics/AI_Config_Reference.md#cost)* behaviour.

##### audibleFire

**Type:** Float

**Description:** How much can *AI* hear when given weapon is fired.

```cpp
audibleFire = 5.0;
```

#### C

##### cost

**Type:** Integer

**Description:** *Cost-gain* evaluation is performed to choose an appropriate weapon.

*Gain* includes self-preservation.
*Cost* includes time required to complete the attack.

As a result, weapons with *high cost* are unlikely to be used against common targets, esp. when *low cost* weapons are available. Still, there may be situation where *AI* may decide to use high cost weapon, esp. when it thinks it has little chance of survival and needs to attempt destroying enemy quickly.

```cpp
cost = 5000;
```

#### D

##### dangerRadiusBulletClose

**Type:** Integer

**Description:** Defines how far in meters the AI gets alerted by the bullet's pass. Default value -1 disables the detection. (works only for bullets, no other projectiles).

```cpp
deflecting = -1;
```

##### dangerRadiusHit

**Type:** Integer

**Description:** Defines how far in meters the AI gets alerted by the projectile's impact or explosion. Default value -1 makes this distance be automatically derived from the hit and indirectHit properties (hit * 0.5 + indirectHit * indirectHitRange * 0.5 - but there's also an energy factor).

```cpp
deflecting = -1;
```

#### M

##### min/mid/maxRange...

**Description:** These tokens are present in OFP only. They were badly classed in OFP, causing all weapons using this specific *bullet* to exhibit this behaviour rather than the behaviour of the *rifle*. As such they were transferred to Arma's *cfgWeapons*Clarify.

**Above statement is not true**; Even in Arma 2 and Arma 2:OA, these values still exist and affect the *AI* **and only the AI** in the following ways:

The tokens are found/put on each weapons "*firing modes*", or on the gun itself, if it has no separate firing modesClarify.

###### minRange

**Type:** Float

**Description:** *Minimum* engagement range for the *AI*.

Below given values, the *AI* **will not** engage but just "*stare them down*", even if they get shot at, and (most likely) killed.

```cpp
Minrange = 5;
```

###### minRangeProbab

**Type:** Float

**Description:** *Probability* declaring how ***high*** the chance is that the *AI* will engage a target at *minRange* using *this (current)* firing mode.

Values are `0.0` to `1.0` where `1.0` equates to a *100% likelihood*.

```cpp
minRangeProbab = 0.02;
```

###### midRange

**Type:** Float

**Description:** *Mid-Range* engagement range for *AI'*s using *this (current)* firing mode.

```cpp
midRange = 150;
```

###### midRangeProbab

**Type:** Float

**Description:** *Probability* declaring how ***high*** the chance is that the *AI* will engage a target at *midRange*.

Values are `0.0` to `1.0` where `1.0` equates to a *100% likelihood*.

```cpp
midRangeProbab = 0.7;
```

###### maxRange

**Type:** Float

**Description:** *Maximum* range possible for the *AI*.

Although *AI's* **may** engage targets slightly beyond *maxRange*, this is how far the *AI* will try to shoot at targets. Targets definitely beyond *maxRange* are ignored.

```cpp
maxRange = 500;
```

###### maxRangeProbab

**Type:** Float

**Description:** *Probability* declaring how ***high*** the chance is that the *AI* will engage a target at *maxRange* (or slightly below).

Values are `0.0` to `1.0` where `1.0` equates to a *100% likelihood*.

```cpp
maxRangeProbab = 0.51;
```

##### mineTrigger

**Type:** String

**Description:** is a in [CfgMineTriggers](../topics/CfgMineTriggers_Config_Reference.md) defined class

#### S

##### suppressionRadiusBulletClose

**Type:** Integer

**Description:** Defines the max. distance in meters at which the AI becomes suppressed by the bullet's pass. Default value -1 disables the suppressive effect (works only for bullets, no other projectiles).

```cpp
suppressionRadiusBulletClose = -1;
```

##### suppressionRadiusHit

**Type:** Integer

**Description:** Defines the max. distance in meters at which the AI becomes suppressed by the projectile's impact or explosion. Default value -1 disables the suppressive effect.

```cpp
suppressionRadiusHit = -1;
```

#### V

##### visibleFire

**Type:** Float

**Description:** How much does *AI* see a unit firing this weapon.

```cpp
visibleFire = 18;
```

##### visibleFireTime

**Type:** Integer

**Description:** How long is one shot assumed to be noticeable by the *AI*.

Values under `5` should be avoided, as *AI* can perform in cycles with 5s of no testing in between.

```cpp
visibleFireTime = 18;
```

### [CfgWeapons](../topics/CfgWeapons_Config_Reference.md)

#### A

##### [aiBurstTerminable](../topics/CfgWeapons_Config_Reference.md#aiburstterminable-false)

**Class:** ModeClass

**Type:** Boolean

**Description:** AI firemode parameter, when true, AI will terminate burst when target is dead or out of sight

##### [aiDispersionCoefX](../topics/CfgWeapons_Config_Reference.md#aidispersioncoefx-1-0)

**Type:** Float

**Description:** Dispersion multiplier for *AI* units (axis X - left to right).

##### [aiDispersionCoefY](../topics/CfgWeapons_Config_Reference.md#aidispersioncoefy-1-0)

**Type:** Float

**Description:** Dispersion multiplier for *AI* units (axis Y - top-down).

##### [aiRateOfFire](../topics/CfgWeapons_Config_Reference.md#airateoffire-5-0)

**Class:** ModeClass

**Type:** Float

**Description:** Delay between shots at given *aiRateOfFireDistance*.

##### [aiRateOfFireDistance](../topics/CfgWeapons_Config_Reference.md#airateoffiredistance-500)

**Class:** ModeClass

**Type:** Integer

**Description:** At shorter distance delay (*aiRateOfFire*) goes linearly to zero.

##### [aiRateOfFireDispersion](../topics/CfgWeapons_Config_Reference.md#airateoffiredispersion-1)

**Class:** ModeClass

**Type:** Float

**Description:** Property that affects the randomness of delay between shots. Value sets the maximum of the range in which a random number influencing the delay between shots is generated. 0 means the delay between shots will be the same (with given actual distance). The bigger the value the longer delay can be generated.

```cpp
// randomized delay after shot
timeToShot = aiRateOfFire + aiRateOfFireDispersion * Random<0,1>
```

##### autoFire

**Class:** ModeClass

**Type:** Boolean

**Description:** If `true`, weapon will fire repeatedly all the while you hold the fire button down.

And if `true` the gunner can use the weapon on his own discretion (no *commander* fire order needed - like *MG* type).

#### M

##### [min/mid/maxRange...](../topics/CfgWeapons_Config_Reference.md#min-mid-maxrange)

**Class:** ArmaModeClass

**Type:** Integer

**Description:** Together with *range* and *rangeProbab* values, defines probability to use this weapon for *AI* units at given distance.

##### [minRange](../topics/CfgWeapons_Config_Reference.md#minrange-1)

**Type:** Integer

##### [minRangeProbab](../topics/CfgWeapons_Config_Reference.md#minrangeprobab-0-3)

**Type:** Float

##### [midRange](../topics/CfgWeapons_Config_Reference.md#midrange-150)

**Type:** Integer

##### [midRangeProbab](../topics/CfgWeapons_Config_Reference.md#midrangeprobab-0-58)

**Type:** Float

##### [maxRange](../topics/CfgWeapons_Config_Reference.md#maxrange-500)

**Type:** Integer

##### [maxRangeProbab](../topics/CfgWeapons_Config_Reference.md#maxrangeprobab-0-04)

**Type:** Float

#### O

##### [opticType](../topics/ItemInfo_Config_Reference.md#optictype)

**Class:** ItemInfo

**Type:** Integer

**Description:** Parameter which defines opticType of given optics. It is used together [requiredOpticType](../topics/CfgWeapons_Config_Reference.md#requiredoptictype-1) to create additional fire modes with higher engagement ranges

```cpp
opticType = 0; // Typically used for optics without magnification (Default)
opticType = 1; // Typically used for optics with magnification level between 2.5 - 5x
opticType = 2; // Typically used for scopes with high magnification (>5x)
```

#### R

##### [requiredOpticType](../topics/CfgWeapons_Config_Reference.md#requiredoptictype-1)

**Class:** ModeClass

**Type:** Integer

**Description:** Required [opticType](../topics/ItemInfo_Config_Reference.md#optictype) for AI to be able to use this fire mode. It is mainly use to increase maximum engagement distance of AI depending on the optics it has mount on its rifle

```cpp
        class single_close_optics1 : Single // This optic mode will be used if AI unit has optic mounted on this weapon with opticType >= 1. AI will engage between
        {
            requiredOpticType = 1;
            showToPlayer = 0;
            minRange = 2;
            minRangeProbab = 0.05;
            midRange = 300;
            midRangeProbab = 0.8;
            maxRange = 500;
            maxRangeProbab = 0.01;
            aiRateOfFire = 2;
            aiRateOfFireDistance = 300;
        };
        class single_medium_optics1 : single_close_optics1 // Same as single_close_optics1 - requiredOpticType is inherited and therefore opticType >= 1 is required
        {
            minRange = 300;
            minRangeProbab = 0.05;
            midRange = 500;
            midRangeProbab = 0.7;
            maxRange = 700;
            maxRangeProbab = 0.05;
            aiRateOfFire = 2;
            aiRateOfFireDistance = 500;
        };
        class single_far_optics1 : single_medium_optics1 // this optic mode will be only used if AI unit has optic with opticType = 2 mounted. With this fire mode AI will engage enemies up to 1km
        {
            requiredOpticType = 2;
            minRange = 300;
            minRangeProbab = 0.05;
            midRange = 700;
            midRangeProbab = 0.5;
            maxRange = 1000;
            maxRangeProbab = 0.05;
            aiRateOfFire = 4;
            aiRateOfFireDistance = 600;
        };
```

#### S

##### [showToPlayer](../topics/CfgWeapons_Config_Reference.md#showtoplayer-true)

**Class:** ModeClass

**Type:** Boolean

**Description:** Some modes defined for *AI* usage (*e.g.* burst modes for full auto weapons) can be hidden from player with this parameter.

### [CfgVehicles](../topics/CfgVehicles_Config_Reference.md)

#### A

##### [accuracy](../topics/CfgVehicles_Config_Reference.md#accuracy)

Float: Default value = 0.02.

Determines how easy an object is to identify. Smaller values are easier to detect.

Typically, buildings are 0.2, vehicles, 0.5

**A value of 1000 causes the underlying class to be identified instead.** Eg bushy trees, pink trees and yellow trees, can all be 'identified' as "trees". The description "bushy trees" is then used solely when Editing. See [#VehicleClass](../topics/AI_Config_Reference.md#vehicleclass)

```cpp
accuracy = 0.2;        // buildings
accuracy = 0.5;        // small vehicles
accuracy = 0.9;        // truck
accuracy = 3.500000;    // sniper
accuracy = 1.500000;    // lawsoldier
accuracy = 1000;        // soldier // identify (most) solders as 'man'
```

Relationship to [#camouflage](../topics/AI_Config_Reference.md#camouflage):

**accuracy** defines how hard it is for the AI to recognise the correct class of a unit. But even if it can't recognise the correct class it can still recognise it as an enemy and engage it.

**camouflage** defines how hard it is for the AI to *see* that the unit is there.

##### [attendant](../topics/CfgVehicles_Config_Reference.md#attendant)

Boolean: Default false

Used for 'vehicles' to repair other 'vehicles'. Thus a hospital has an attendant that can repair soldiers. Adds the action "Heal at XXX"

```cpp
attendant = true;
```

##### AttributeValues

> [!NOTE]
> **Eden Editor:** Editing the *AttributeValues* class of objects allows you to change the default values.

###### Skill

Float: Default 0.5

Changes the default Skill slider value of the unit

```cpp
class AttributeValues
{
    Skill = 0.5;
};
```

###### UnitPos

Integer: Default 0

Changes the default [setUnitPos](../commands/setUnitPos.md) toolbox value of the unit

| Numeric value | [unitPos](../commands/unitPos.md) |
|---|---|
| 0 | "AUTO" |
| 1 | "DOWN" |
| 2 | "MIDDLE" |
| 3 | "UP" |

```cpp
class AttributeValues
{
    UnitPos = 0; // "AUTO"
};
```

##### [audible](../topics/CfgVehicles_Config_Reference.md#audible)

float: Default Value 1

```cpp
audible = .05;    // man
audible = 3;    // motorcycle
audible = 6;    // tank/ship
```

How loud you are. The bigger value, the better the unit is heard.

see [#camouflage](../topics/AI_Config_Reference.md#camouflage)

#### C

##### [...CanSee](../topics/CfgVehicles_Config_Reference.md#cansee)

Integer

Used to describe which sensory inputs are available to which crew members.

| Numeric value | CanSee.. define | Description |
|---|---|---|
| 1 | Radar | Enables top left radar (OA) for a vehicle (top centre in arma and OFP). |
| 2 | Eye | Effect unknown - maybe affects AI capabilities? |
| 4 | Optics | Effect unknown - maybe affects AI capabilities? |
| 8 | Ear | Effect unknown - maybe affects AI capabilities? |
| 16 | Compass | Enables top centre compass bar and digital compass in A2/OA. |
| 32 | Peripheral | Enables small colored blobs at the edge of the screen that indicate nearby units. |

Multiple values can be added (or binary ored, giving the same result) together.

```cpp
commanderCanSee = 31;    // default
gunnerCanSee = 4+8+16;    // default
driverCanSee = 2+8+16;    // default
```

```cpp
#define CanSeeRadar 1
#define CanSeeEye 2
#define CanSeeOptics 4
#define CanSeeEar 8
#define CanSeeCompass 16
#define CanSeeAll 31
#define CanSeePeripheral 32
#define CanSeeRadarC CanSeeRadar+CanSeeCompass
```

```cpp
commanderCanSee = CanSeeAll;
gunnerCanSee = CanSeeOptics+CanSeeEar+CanSeeCompass;
driverCanSee = CanSeeEye+CanSeeEar+CanSeeCompass;
```

##### [camouflage](../topics/CfgVehicles_Config_Reference.md#camouflage)

Float: Default Value = 2.

how difficult to spot. bigger = easier

```cpp
camouflage = 0.6;    // snipers
camouflage = 1;        // man
camouflage = 4;        // trucks
camouflage = 8;        // tanks
```

Relationship to [#accuracy](../topics/AI_Config_Reference.md#accuracy):

**camouflage** defines how hard it is for the AI to *see* that the unit is there. The AI will not spot an enemy that has a camouflage setting of 0 (maybe this needs some more testing) even if it stands directly in front of it *as long as the enemy doesn't fire*.

**accuracy** defines how hard it is for the AI to recognise the correct class of a unit. But even if it can't recognise the correct class it can still recognise it as an enemy and engage it.

Related TokenNames
[#accuracy](../topics/AI_Config_Reference.md#accuracy), [#nameSound](../topics/AI_Config_Reference.md#namesound), [#camouflage](../topics/AI_Config_Reference.md#camouflage)

##### [canDeactivateMines](../topics/CfgVehicles_Config_Reference.md#candeactivatemines)

Boolean: Default false

part of the man class.

```cpp
canDeactivateMines= true;    // SoldierEngineer
```

##### [coefInside...](../topics/CfgVehicles_Config_Reference.md#coefinside)

Float:

```cpp
coefInside = 2;            // cost for movement inside buildings
coefInsideHeur = 4.3;    // estimation of cost based on in/out points
coefSpeedInside = 2; // we must go slowly inside houses
```

Used by the static class for non moving objects such as buildings

```cpp
coefInside = 1;    // forest
coefInsideHeur = 0.25;
```

##### [cost](../topics/CfgVehicles_Config_Reference.md#cost)

Float: Default Value 50,0000

This value reflects the attractiveness of the target to the enemy AI. When *all other considerations are equal*. A soldier eg is not interested in Air, despite it is highly attractive cost values. On the other hand, he is interested in a medic, since a medic (in normal configs) has a (while small) a higher cost, than others in the group, including the officer.

```cpp
cost = 10000000;    // an air vehicle is typically this value
cost = 8;            // a medic;
cost = 1;            // a grunt
cost = 4;            // an officer
cost = 0;            // most buildings;
```

Related TokenNames: [type](../topics/AI_Config_Reference.md#type-threat), [#cost](../topics/AI_Config_Reference.md#cost), [#threat](../topics/AI_Config_Reference.md#threat)

#### D

##### [driveThroughEnabled](../topics/CfgVehicles_Config_Reference.md#drivethroughenabled)

Determines if AI can decide to go through the object. This parameter skips regular mass checking if object can smashed through

```cpp
driveThroughEnabled            = 1; // test parameter for AI knowing they can drive through the object
```

##### [ejectDamageLimit](../topics/CfgVehicles_Config_Reference.md#ejectdamagelimit)

Float: If the damage value of the vehicle is higher than the ejectDamageLimit, AI will disembark the vehicle.

```cpp
ejectDamageLimit = 0.75;
```

#### E

##### [enableSweep](../topics/CfgVehicles_Config_Reference.md#enablesweep)

Boolean: Default true. Used by Helicopter class

```cpp
enableSweep = false;    / /UH60MG
```

Is sweeping over the target a valid technique for given helicopter?

#### F

##### [formation...](../topics/CfgVehicles_Config_Reference.md#formation)

Integer:

```cpp
formationX = 10;    // default meters
formationZ = 20;    // default meters
formationTime = 10;    // default seconds
```

One or both X Z values are used to keep objects separated (in meters) depending on
wedge, echelon, V, single line, formations.

##### fsmDanger

String: Path to FSM file or CfgFSMs class

Files can be found at:

- \a3\characters_f\scripts\danger.fsm
- \a3\characters_f\scripts\formationCDanger.fsm

```cpp
fsmDanger = "-"; // CAManBase
fsmDanger = "A3\characters_f\scripts\formationCDanger.fsm"; // Civilian_F
```

##### fsmFormation

String: Path to FSM file or CfgFSMs class

Files can be found at:

- A3\characters_f\scripts\formationCDanger.fsm

```cpp
fsmFormation = "Formation"; // CAManBase, referring to (configFile >> "CfgFSMs" >> "Formation")
fsmDanger = "A3\characters_f\scripts\formationCDanger.fsm"; // Civilian_F
```

#### G

##### [...Gun...](../topics/CfgVehicles_Config_Reference.md#gun)

Integer:degrees

```cpp
minGunElev = -60;
maxGunElev = 60;
minGunTurn = -5;
maxGunTurn = 5;
minGunTurnAI = -30;
maxGunTurnAI = 30;
```

#### H

##### [...HeadTurnAI](../topics/CfgVehicles_Config_Reference.md#headturnai)

Integer Degrees

```cpp
minHeadTurnAI = -70;    // man class
maxHeadTurnAI = 70;
```

#### I

##### [irScanGround](../topics/CfgVehicles_Config_Reference.md#irscanground)

Boolean: Default true.

Probaly used to stop ai looking down

```cpp
irScanGround = false;    // tanks
```

##### [irScanRange...](../topics/CfgVehicles_Config_Reference.md#irscanrange)

Integer: Default 0

```cpp
irScanRange = 4000;        // outdated (since Resistance)
irScanRangeMin = 500;    // tanks general
irScanRangeMax = 4000;
irScanRangeMin = 2000;    // air
irScanRangeMax = 10000;
irScanRangeMin = 4000;    // a vulcan
irScanRangeMax = 10000;
```

##### [irScanToEyeFactor](../topics/CfgVehicles_Config_Reference.md#irscantoeyefactor)

Integer: Default 1

```cpp
irScanToEyeFactor = 2;    // air
irScanToEyeFactor = 5;    // shilka
```

##### [irTarget](../topics/CfgVehicles_Config_Reference.md#irtarget)

Boolean: Default true.

Used for (some) buildings so that they don't show up on tank radar. Save for very limited exceptions, this token should be enabled for all vehicle units.

Disabling it will make the vehicle NOT to be engaged by infantry anti-tank gunners nor vehicle weapons. It will only be engaged by small arms, and only if its armor value is low enough for AI infantry to think it can damage it by shooting at it.

```cpp
irTarget = false;    // man
```

#### M

##### [minFireTime](../topics/CfgVehicles_Config_Reference.md#minfiretime)

Integer: Default 20 seconds

```cpp
minFireTime = 20;
```

Minimal time spent firing on single target.

#### N

##### [nameSound](../topics/CfgVehicles_Config_Reference.md#namesound)

String: Default value: "Target"

Namesound is used by the AI audio to indicate verbally where to go, what 'vehicle' to attack. Thus the audio speech "move to 'rock' 3 o'clock' is derived from the *nameSound*.

```cpp
nameSound = "rock";
```

Many different nameSounds can be selected. Here are just a few.

```cpp
nameSound = crew;
nameSound = target;
nameSound = tank;
nameSound = house;
```

The actual descriptive text accompanying the 'sound' can be different see [#displayName](../topics/AI_Config_Reference.md#displayname)

Typically, a collection of buildings (eg) will be configured as follows

```cpp
class GenBuilding : NonStrategic {
    scope=private; // internal use only
    VehicleClass="Some Editor Group Name";
    namesound="house";
};
class YellowBuilding : GenBuilding {
    scope=public;
    name="YellowBuilding";
    model="Some yellow building.p3d";
};
```

Related TokenNames
[#accuracy](../topics/AI_Config_Reference.md#accuracy), [#vehicleClass](../topics/AI_Config_Reference.md#vehicleclass), [#nameSound](../topics/AI_Config_Reference.md#namesound), [#camouflage](../topics/AI_Config_Reference.md#camouflage)

#### P

##### [preferRoads](../topics/CfgVehicles_Config_Reference.md#preferroads)

Boolean: Default false

```cpp
preferRoads = true;    // all vehicles
```

#### S

##### [sensitivityEar](../topics/CfgVehicles_Config_Reference.md#sensitivityear)

Float: Default 0.0075

Sets how well can the given unit hear others.
The bigger the value, the better the hearing.

```cpp
sensitivityEar = 0.13;    // man
```

##### [...Speed](../topics/CfgVehicles_Config_Reference.md#speed)

Float: In Kph.

Setting maxSpeed for infantry units too low might cause problems when working with waypoints (units won't be able to fully complete them or won't move towards them).

```cpp
minSpeed = -0.5;    // range 0->1
maxSpeed = 80;        // default
maxSpeed = 30;        // tractor
maxSpeed = 60;        // boat
```

#### T

Related TokenNames: [type](../topics/AI_Config_Reference.md#type-threat), [#cost](../topics/AI_Config_Reference.md#cost), [#threat](../topics/AI_Config_Reference.md#threat)

##### [threat](../topics/CfgVehicles_Config_Reference.md#threat)

float Array: Default Value {0.700000, 0.500000, 0.300000};

How threatening you are to unit [types](../topics/AI_Config_Reference.md#type-threat) {Soft, Armor, Air}, respectively.

The ai for this model selects targets of opportunity, based on these values.

```cpp
threat[] = {1, 0.0500000, 0.050000};        // soldier
threat[] = {1, 0.900000, 0.100000};            // law soldier
threat[] = {0.900000, 0.700000, 0.300000};    // bmp
```

Related TokenNames: [type](../topics/AI_Config_Reference.md#type-threat), [#cost](../topics/AI_Config_Reference.md#cost), [#threat](../topics/AI_Config_Reference.md#threat)

##### [type](../topics/CfgVehicles_Config_Reference.md#type-threat)

Integer: Default Value: Armored

This indicates the threat type of the 'vehicle'.

In well written configs, the 3 possible values are declared as defines at top of file for legibility

```cpp
#define VSoft 0
#define VArmor 1
#define VAir 2

type = VAir;
```

Vehicles (and buildings) are armoured, humans are 'soft' and aircraft (obviously) are air

Related TokenNames: [type](../topics/AI_Config_Reference.md#type-threat), [#cost](../topics/AI_Config_Reference.md#cost), [#threat](../topics/AI_Config_Reference.md#threat)

#### U

##### [unloadInCombat](../topics/CfgVehicles_Config_Reference.md#unloadincombat)

Boolean: default true

```cpp
unloadInCombat = false;
```

All true vehicles will cause ai to disembark when in combat.

### [CfgMoves](../topics/CfgMoves_Config_Reference.md)

#### V

##### [variantsAI\[\]](../topics/CfgMoves_Config_Reference.md#variantsai)

**Type:** Array

**Description:** Found in *States* when there are several variations on the same animation (usually idles) that can be played randomly.

It lists the animations to be randomly cycled. The numbers represent the probability of that animation being played, the higher the number, the more likely the animation will get to play.

The sum of these numbers is always `1`.

```cpp
//Default
variantsAI[] = {""};
//AidlPercMstpSnonWnonDnon
variantsAI[] = {"AidlPercMstpSnonWnonDnon01", 0.01,
    "AidlPercMstpSnonWnonDnon02", 0.01,
    "AidlPercMstpSnonWnonDnon03", 0.01,
    "AidlPercMstpSnonWnonDnon04", 0.01,
    "AidlPercMstpSnonWnonDnon05", 0.01,
    "AidlPercMstpSnonWnonDnon06", 0.01,
    "AidlPercMstpSnonWnonDnon07", 0.01,
    "AidlPercMstpSnonWnonDnon08", 0.01,
    "AidlPercMstpSnonWnonDnon_idleSteady04", 0.23,
    "AidlPercMstpSnonWnonDnon_idleSteady03", 0.23,
    "AidlPercMstpSnonWnonDnon_idleSteady02", 0.23,
    "AidlPercMstpSnonWnonDnon_idleSteady01", 0.23};
//ActsPsitMstpSnonWnonDnon_varSittingOnTheWall
variantsAI[] = {"Mi17_Cargo02", 0.4, "Mi17_Cargo02_V1", 0.1, "Mi17_Cargo02_V2", 0.1, "Mi17_Cargo02_V3", 0.1,
    "Mi17_Cargo02_V4", 0.1, "Mi17_Cargo02_V5", 0.1, "Mi17_Cargo02_V6", 0.1};
//aidlpercmstpsraswlnrdnon_S
variantsAI[] = {"aidlpercmstpsraswlnrdnon_1", 0.333, "aidlpercmstpsraswlnrdnon_2", 0.333, "aidlpercmstpsraswlnrdnon_3", 0.334};
```

##### [visibleSize](../topics/CfgMoves_Config_Reference.md#visiblesize)

**Type:** Float

**Description:** Found in *States*, probably used for calculating how visible a character is for the *AI*, based on his stance/animation.

```cpp
visibleSize = 1.00012;    // SprintBaseDf                    when sprinting more visible than..
visibleSize = 0.700121;    // AmovPercMstpSrasWrflDnon        ..when stopped > visible than..
visibleSize = 0.300122;    // AmovPknlMstpSlowWrflDnon        ..when kneeling > visible than..
visibleSize = 0.100123;    // AmovPpneMstpSrasWrflDnon        ..when prone.
```

### [CfgSurfaces](../topics/CfgSurfaces_Config_Reference.md)

#### A

##### [AIAvoidStance](../topics/CfgSurfaces_Config_Reference.md#aiavoidstance)

Integer: Allows restricting the AI from entering prone with two levels of emphasis

| Value | Description |
|---|---|
| `0` | No change in behavior |
| `1` | Less preference for going prone - avoid prone (unless stealth or suppressed or *) |
| `2` | Almost never going prone - never prone (unless *) |

```
* means commanded, injured, animated, forced, ...
```

#### G

##### [grassCover](../topics/CfgSurfaces_Config_Reference.md#grasscover)

Float: Reduces visibleSize (taken from [CfgMovesBasic](../topics/CfgMoves_Config_Reference.md#visiblesize)) of unit for AI visibility movement computations (cannot make fully invisible) - it is NOT about visual drawing

```cpp
grassCover = 0;        // Used by GdtStratisConcrete, there will be no simulated grass cover at a distance
grassCover = 0.05;    // Used by GdtStratisGreenGrass, there will be some simulated grass cover at a distance
```

### [CfgCloudlets](../topics/Particle_Effects.md#definition-of-part-effect)

#### B

##### blockAIVisibility

Sets if particles are in the AI visibility tests (default true) - false for better performance but AI is able to see through particles

Boolean

```cpp
blockAIVisibility = true;
```

### [CfgFormations](../topics/2D_Editor~3A_Waypoints.md#formation)

This class lists the formations for each side, each side containing nine classes:

| CfgFormations class | [formation](../commands/formation.md) |
|---|---|
| Diamond | "DIAMOND" |
| EchelonLeft | "ECH LEFT" |
| EcholonRight | "ECH RIGHT" |
| File | "FILE" |
| formColumnFixed | "COLUMN" |
| Line | "LINE" |
| Vee | "VEE" |
| Wedge | "WEDGE" |

#### F

##### Fixed

Subclass of above formation classes, contains fixed positions for formation

###### FormationPositionInfoN[]

Array: Sets fixed position from formation center for position N [*citation needed*]

```cpp
class Fixed // Taken from Wedge class
{
    FormationPositionInfo1[] = {-1,0,0,0};
    FormationPositionInfo2[] = {0,1,-1,0.785398};
};
```

##### Pattern

Subclass of above formation classes, contains pattern for when there are not enough Fixed positions

###### FormationPositionInfoN[]

Array: Sets pattern position from previous fixed/pattern position N [*citation needed*]

```cpp
class Pattern // Taken from Wedge class
{
    FormationPositionInfo1[] = {-2,-1,-1,-0.785398};
    FormationPositionInfo2[] = {-1,1,-1,0.785398};
};
```

<sub>Source: [BI Community Wiki — Arma 3: AI Config Reference](https://community.bistudio.com/wiki/Arma_3:_AI_Config_Reference) (revision 373242).</sub>
