fixed some typos and removed some lines that dharmab is going to add.
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.