The idea here is to reduce the AI's godlike aiming capabilties while retaining it's high intelligence. The AI should be smart enough to move through a town, but also be 'human' in their reaction time and aim.
Note: All these values can still be adjusted via scripts, these arrays just change what 0 & 1 are for setSkill.
The maximum engagement ranges are increased: AI will fire in bursts with variable length on high ranges of 500 - 700 meters, depending on their weapon and optic.
Some weapons had minimum engagement ranges. If you were as close as 2 meters to an AAF soldier, he wouldn't open fire, because the AI couldn't find any valid fire mode for their weapon. ACE 3 removes this behaviour mostly notable in CQB by adding a valid firing mode.