ACE3/documentation/feature/ai.md
Josuan Albin 95bcb15779 Documentation pass : typos
fixed some typos and removed some lines that dharmab is going to add.
2015-05-14 00:45:46 +02:00

1.2 KiB

layout title group order parent
wiki AI (Artifical Intelligence) feature 5 wiki

Overview

  • 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.

  • 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.

  • 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.

  • 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.

  • No scripting

All changes of ACE 3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI.