/* * Documentation: * https://community.bistudio.com/wiki/AI_Sub-skills * * 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. */ class CfgAISkill { aimingAccuracy[] = {0,0, 1,0.8}; // {0,0,1,1}; v1.26 defaults aimingShake[] = {0,0, 1,0.6}; // {0,0,1,1}; aimingSpeed[] = {0,0, 1,0.7}; // {0,0.5,1,1}; commanding[] = {0,0, 1,0.8}; // {0,0,1,1}; courage[] = {0,0, 1,0.7}; // {0,0,1,1}; endurance[] = {0,0, 1,0.7}; // {0,0,1,1}; general[] = {0,0, 1,0.9}; // {0,0,1,1}; // apparently breaks rapid firing in single fire mode for players //reloadSpeed[] = {0,0, 1,0.8}; // {0,0,1,1}; spotDistance[] = {0,0, 1,0.9}; // {0,0.2,1,0.4}; spotTime[] = {0,0, 1,0.7}; // {0,0,1,0.7}; };