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Remove CfgAiSkill config changes (#5091)
* Remove CfgAiSkill config changes * Add note to wiki about removal
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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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// 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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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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@ -1,7 +1,7 @@
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ace_ai
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ace_ai
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======
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======
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Minor changes of AI skill and overhaul of AI firing modes of vanilla weapons, encouraging the AI to use full-auto and bursts more often.
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Overhaul of AI firing modes of vanilla weapons, encouraging the AI to use full-auto and bursts more often.
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## Maintainers
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## Maintainers
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@ -14,5 +14,4 @@ class CfgPatches {
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};
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};
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};
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};
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#include "CfgAISkill.hpp"
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#include "CfgWeapons.hpp"
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#include "CfgWeapons.hpp"
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@ -12,23 +12,22 @@ version:
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patch: 0
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patch: 0
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---
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---
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<div class="panel callout">
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<h5>Changes to CfgAISkill were removed in ACE 3.10 (Default AI will now be more skilled)</h5>
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</div>
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## 1. Overview
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## 1. Overview
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### 1.1 Adjusted AI skill values
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### 1.1 Firing in burst mode
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The idea here is to reduce the AI's godlike aiming capabilities while retaining its high intelligence. The AI should be smart enough to move through a town, but also be 'human' in their reaction time and aim.
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*Note: All these values can still be adjusted via scripts, these arrays just change what 0 & 1 are for `setSkill`.*
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### 1.2 Firing in burst mode
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AI will now use the automatic mode of their weapons at short distances, instead of always relying on firing single shots in quick succession.
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AI will now use the automatic mode of their weapons at short distances, instead of always relying on firing single shots in quick succession.
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### 1.3 Longer engagement ranges
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### 1.2 Longer engagement ranges
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The maximum engagement ranges are increased: AI will fire in bursts with variable lengths on high ranges of 500 - 700 meters, depending on their weapon and optic.
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The maximum engagement ranges are increased: AI will fire in bursts with variable lengths on high ranges of 500 - 700 meters, depending on their weapon and optic.
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### 1.4 No dead zones in CQB
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### 1.3 No dead zones in CQB
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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. ACE3 removes this behaviour mostly notable in CQB by adding a valid firing mode.
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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. ACE3 removes this behaviour mostly notable in CQB by adding a valid firing mode.
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### 1.5 No scripting
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### 1.4 No scripting
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All changes of ACE3 AI are config based to ensure full compatibility with advanced AI modifications like e.g. "ASR AI 3".
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All changes of ACE3 AI are config based to ensure full compatibility with advanced AI modifications like e.g. "ASR AI 3".
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## 2. Dependencies
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## 2. Dependencies
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