2015-01-12 20:56:33 +00:00
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/*
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* Documentation:
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* https://community.bistudio.com/wiki/AI_Sub-skills
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*
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* The idea here is to reduce the AI's godlike aiming
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* capabilties while retaining it's high intelligence.
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* The AI should be smart enough to move through a town,
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* but also be 'human' in their reaction time and aim.
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*
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* Note: All these values can still be adjusted via
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* scripts, these arrays just change what 0 & 1
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* are for setSkill.
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*/
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class CfgAISkill {
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aimingAccuracy[] = {0,0, 1,0.8}; // {0,0,1,1}; v1.26 defaults
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aimingShake[] = {0,0, 1,0.6}; // {0,0,1,1};
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aimingSpeed[] = {0,0, 1,0.7}; // {0,0.5,1,1};
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commanding[] = {0,0, 1,0.8}; // {0,0,1,1};
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courage[] = {0,0, 1,0.7}; // {0,0,1,1};
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endurance[] = {0,0, 1,0.7}; // {0,0,1,1};
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general[] = {0,0, 1,0.9}; // {0,0,1,1};
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2015-05-08 18:13:20 +00:00
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// apparently breaks rapid firing in single fire mode for players
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//reloadSpeed[] = {0,0, 1,0.8}; // {0,0,1,1};
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2015-01-12 20:56:33 +00:00
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spotDistance[] = {0,0, 1,0.9}; // {0,0.2,1,0.4};
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spotTime[] = {0,0, 1,0.7}; // {0,0,1,0.7};
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};
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