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31 lines
1.2 KiB
Markdown
31 lines
1.2 KiB
Markdown
---
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layout: wiki
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title: AI (Artifical Intelligence)
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group: feature
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order: 5
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parent: wiki
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---
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## Overview
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### Adjusted AI skill values
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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.
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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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### Firing in burst mode
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AIs will now use the automatic mode of their weapons on short distances, instead of always relying on firing single shots in quick succession.
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### Longer engagement ranges
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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.
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### No deadzones 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. ACE 3 removes this behaviour mostly notable in CQB by adding a valid firing mode.
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### No scripting
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All changes of ACE 3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI.
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## Dependencies
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`ace_common`
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