Arma 3 Scripting

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

Note

Changing the AI difficulty settings during a scenario will have no effect until the scenario is restarted.

Scenario Designers

Modders

Server Admins

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)

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 };