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* Update documentation guidelines * Add version info part 1 * Add version info part 2 * Add removed in version to frontmatter and tag testmissions as removed * Add version info part 3
37 lines
1.5 KiB
Markdown
37 lines
1.5 KiB
Markdown
---
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layout: wiki
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title: AI (Artificial Intelligence)
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description: Config based changes to AI to ensure compatibility with advanced AI modifications.
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group: feature
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category: realism
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parent: wiki
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mod: ace
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version:
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major: 3
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minor: 0
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patch: 0
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---
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## 1. Overview
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### 1.1 Adjusted AI skill values
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The idea here is to reduce the AI's godlike aiming capabilities while retaining its 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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### 1.2 Firing in burst mode
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AI will now use the automatic mode of their weapons at short distances, instead of always relying on firing single shots in quick succession.
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### 1.3 Longer engagement ranges
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The maximum engagement ranges are increased: AI will fire in bursts with variable lengths on high ranges of 500 - 700 meters, depending on their weapon and optic.
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### 1.4 No dead zones 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. ACE3 removes this behaviour mostly notable in CQB by adding a valid firing mode.
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### 1.5 No scripting
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All changes of ACE3 AI are config based to ensure full compatibility with advanced AI modifications like e.g. "ASR AI 3".
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## 2. Dependencies
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{% include dependencies_list.md component="ai" %}
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