Arma 3 Scripting

Arma 3: CfgBrains Config Reference

  • Also known as Arma 3 CfgBrains Config Reference

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Introduction

CfgBrains allows to tweak some global AI behavior. Exposed and working are countermeasure reaction, suppression reaction and targeting capabilities.

Default exposed setup

class CfgBrains
{
    class DefaultSoldierBrain
    {
        class Components
        {
            class AIBrainAimingErrorComponent
            {
            };
            class AIBrainCountermeasuresComponent
            {
                minReactionTime = 0.1;
                maxReactionTime = 3;
                randomReactionTimePercent = 0.3;
                CMOnTargettedProbability = 0.5;
            };
            class AIBrainSuppressionComponent
            {
            };
            class AIBrainTargetSelectorComponent // seems not implemented in 1.82
            {
            };
        };
    };
    class DefaultCivilianBrain
    {
        class Components
        {
        };
    };
    class DefaultAnimalBrain
    {
        class Components
        {
        };
    };
};

Available parameters

class AIBrainCountermeasuresComponent
{
    useSmokeGrenadeDelay = 20;
    CMCheckDelay = 0.8;
    suppressionThreshold = 0.8;
    nonLeaderSmokeProbability = 0.1;
    CMOnTargettedProbability =0.1;
    suppressionTimerMax = 2;
    minimalThrowDistance = 900;
    minReactionTime = 0.1;
    maxReactionTime = 3;
    randomReactionTimePercent = 0.2;
};
class AIBrainSuppressionComponent
{
    maxSuppression = 1;
    worstDecreaseTime = 10;// in seconds for 0 skill
    bestDecreaseTime = 1;// in seconds for 1 skill
    SuppressionRange = 20;
    CauseFireWeight = 0.5;
    CauseHitWeight = 0.5;
    CauseExplosionWeight = 0.5;
    CauseBulletCloseWeight = 0.5;
    SuppressionThreshold = 0.7;
};
class AIBrainAimingErrorComponent
{
    maxAngularError = 0.1309;// half of the error cone in radians
    maxAngularErrorTurrets = 0.0872;// half of the error cone in radians, used for turrets
    worstDecreaseTime = 2;// how long (in seconds) it should take 0 skilled soldier to stabilize the aim completely
    bestDecreaseTime = 0.2;// how long (in seconds) it should take 1 skilled soldier to stabilize the aim completely
    lostTargetTimeMin = 0.5;// how soon after loosing sight of target, error starts to raise
    lostTargetTimeMax = 3;// how long error is raising after loosing sight of target
    shootingInfluence = 0.4;// importance of shooting in algorithm, multiplier
    movingInfluence = 1;// importance of moving in algorithm, multiplier
    turningInfluence = 1;// importance of turning in algorithm, multiplier
    damageCoef = 10;// importance of damage of entity, multiplier
    fatigueCoef = 10;// importance of fatigue of entity, multiplier
    suppressionCoef = 0.5;// importance of suppression value, multiplier
    lostTargetCoef = 3;// importance of loosing target event, multiplier
};