--- layout: wiki title: AI (Artifical Intelligence) description: group: feature order: 5 parent: wiki --- ## 1. Overview ### 1.1 Adjusted AI skill values 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. ### 1.2 Firing in burst mode AIs will now use the automatic mode of their weapons on short distances, instead of always relying on firing single shots in quick succession. ### 1.3 Longer engagement ranges 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. ### 1.4 No deadzones in CQB 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. ### 1.5 No scripting All changes of ACE 3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI. ## 2. Dependencies `ace_common`