ACE3/documentation/feature/ai.md
Josuan Albin 836cd9d833 Documentation pass 3
- Fixed typos in laser/readme
- Documentation guidelines updated
- ACE3 mentions updated in
- - ai
- Updated doc
- - fcs
- - hearing
-  -hitreaction
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2015-05-17 21:01:17 +02:00

1.3 KiB

layout title description group order parent
wiki AI (Artifical Intelligence) feature 5 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. ACE3 removes this behaviour mostly notable in CQB by adding a valid firing mode.

1.5 No scripting

All changes of ACE3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI.

2. Dependencies

ace_common