Arma 3: AI Skill
- Also known as AI Sub-skills, Arma 3 AI Skill, CfgAISkill
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Note
Some information on this page were not confirmed by Bohemia Interactive!
AI Skill
The AI is characterized by a set of sub-skills. The final AI skill is unfluenced by several factors. Additionally each sub-skill is then interpolated with the values set in CfgAISkill.
Changing AI Skill
Players
- As player one can only influence AI skill by changing the global skill settings Skill and Precision. One has also the option to choose one of the default AI Levels.
- Skill: Influences multiple sub-skills related to the AIs "intelligence". If the value is set too low, the AI will be dumb.
- Precision: Influences sub-skills related to AIs precision. If the value is set too high, the AI will have a super human precision. Lower values result mostly in interesting fire fights.
Note
Changing the AI difficulty settings during a scenario will have no effect until the scenario is restarted.
Scenario Designers
- A scenario designer has four ways to influence the AI skill:
- By changing the skill slider in Eden Editor for each individual unit.
- By using functions like BIS_fnc_EXP_camp_setSkill or BIS_fnc_EXP_camp_dynamicAISkill to set the skill of multiple AI entities at once.
- By using commands like setSkill.
- By using the Set Skill module which allows to change the skill of AI entities for example when a trigger was activated.
Modders
- A modder can influence the AI skill by overwriting CfgAISkill.
Server Admins
- Server admins can change the AI skill by changing the aiLevelPreset config parameter found in server config. See Arma 3 Server Profile for more information.
Sub-Skills
Sub-skills are a set of parameters ultimately defining the individual AI unit performance in the game.
| Sub-Skill | Effect | Influence |
|---|---|---|
| aimingAccuracy | - Affects how well the AI can lead a target - Affects how accurately the AI estimate range and calculates bullet drop - Affects how well the AI compensates for weapon dispersion - Affects how much the AI will know to compensate for recoil - Affects how certain the AI must be about its aim on target before opening fire |
- Higher value means the AI can lead a target better - Higher value means the Ai can estimate range and calculate bullet drop more precicely - Higher value means the AI can compensate weapon dispersion better - Higher value means the AI can control the recoil better - Higher value means the AI needs to now less to open up fire |
| aimingSpeed | - Affects how quickly the AI can rotate and stabilize its aim | - Higher value means the AI can rotate and stabilize its aim faster |
| commanding | - Affects how quickly recognized targets are shared with the group | - Higher value means the AI can report targets faster |
| courage | - Affects unit's subordinates' morale | - Higher value means the AI has got more courage |
| endurance | - Disabled in Arma 3 | - Disabled |
| general | - Raw "Skill", value is distributed to sub-skills unless defined otherwise. Affects the AI's decision making. | - ? |
| reloadSpeed | - Affects the delay between switching or reloading a weapon | - Higher value means the AI can switch or reload weapons faster |
| spotDistance | - Affects the AI ability to spot targets within it is visual or audible range - Affects the accuracy of the information |
- Higher value means the AI is better at spotting targets - Higher value means the AI will collect information about targets more precisely |
| spotTime | - Affects how quick the AI react to death, damage or observing an enemy | - Higher value means the AI will react faster to death, damage or enemies |
| aimingShake | - Affects how steadily the AI can hold a weapon | - Higher value means the AI will be more precise |
CfgAISkill
CfgAISkill is a set of arrays, related to Sub-Skills, defining the interpolation curve of each of the sub-skill. They can be changed by a mod for example.
Example
In { w, x, y, z } value from (w,y) gets interpolated into (x,z)
spotDistance[] = { 0, 0.2, 1, 0.4 };- Value in a range 0-1 will change into value in a range 0.2-0.4.
_unit setSkill ["spotDistance", 0.5];- Results in
_unit skill "spotDistance"returning 0.3
- Results in
Note
More than 2 pairs of defining values can be used (minimum is 2 pairs). The values are used to interpolate on run-time, so even after setting sub-skill by script command it will be interpolated and bound by this array.
Arma 3 Defaults
Table
| Sub-Skill | minInputSkillLimit (w) | resultingSubSkillLowerBoundary (x) | maxInputSkillLimit (y) | resultingSubSkillLowerBoundary (z) |
|---|---|---|---|---|
| aimingAccuracy | 0 | 0 | 1 | 1 |
| aimingShake | 0 | 0 | 1 | 1 |
| aimingSpeed | 0 | 0.5 | 1 | 1 |
| commanding | 0 | 0 | 1 | 1 |
| courage | 0 | 0 | 1 | 1 |
| endurance | 0 | 0 | 1 | 1 |
| general | 0 | 0 | 1 | 1 |
| reloadSpeed | 0 | 0 | 1 | 1 |
| spotDistance | 0 | 0 | 1 | 1 |
| spotTime | 0 | 0 | 1 | 1 |
Config
aimingAccuracy[] = { 0, 0, 1, 1 };
aimingShake[] = { 0, 0, 1, 1 };
aimingSpeed[] = { 0, 0.5, 1, 1 };
commanding[] = { 0, 0, 1, 1 };
courage[] = { 0, 0, 1, 1 };
endurance[] = { 0, 0, 1, 1 }; // disabled in Arma 3
general[] = { 0, 0, 1, 1 };
reloadSpeed[] = { 0, 0, 1, 1 };
spotDistance[] = { 0, 0, 1, 1 };
spotTime[] = { 0, 0, 1, 1 };