AI skill?

  1. 10 years ago

    Hei

    By placing the AI skill module does it set the skill level for all AI on the faction side even if the AI unit is not profiled by profile module?

    And do the skill module change anything else then the AI skill level, like do it change how they react to fire or make them flank the enemy?

    - xNiMRoDx

  2. ARJay

    8 Sep 2014 Administrator

    The AI skill module will effect all AI spawned on the server side. That includes profiles.

    AI reactions to fire and flanking are taken care of by many of the AI mods for arma 3, like bcombat, ASR or similar. We only set the skill parameters as defined here: https://community.bistudio.com/wiki/AI_Sub-skills

  3. 8 years ago

    @ARJay The AI skill module will effect all AI spawned on the server side. That includes profiles.

    AI reactions to fire and flanking are taken care of by many of the AI mods for arma 3, like bcombat, ASR or similar. We only set the skill parameters as defined here: https://community.bistudio.com/wiki/AI_Sub-skills

    Hi ARJay.

    My understanding (correct me if I'm wrong) is that ASR AI modifies not only AI behaviour but also the AI skill levels. Do the skill levels set in the ALiVE AI Skill module override the skill settings set in ASR AI?

  4. My guess is that ASR_AI wins between the two but to be sure I would not place the ALiVE AI skill module when using ASR_AI

  5. I know I had asked this in a pretty much identical thread (didn't get a reply), but does anyone know if the AI Skill module would even work now that difficulty has been re-written by BIS?

  6. I think the recent issue is that the difficulty gets set back to "regular" when you restart the server.. but to answer your question I don't really know

  7. It should work just fine, the AI skill module sets difficulty during runtime.

  8. So basically if I wanted "intelligent" AI who flank and maneuver but don't "360 noscope" you then I'd want to put their general skill right up but keep the aimingAccuracy, aimingSpeed and aimingShake somewhat lower?

    Also on the subject of ASR_AI I've never quite understood when it comes to a dedicated server do I just have to have that mod loaded or is there something I need to do to "activate" it in the mission?

  9. Edited 8 years ago by HeroesandvillainsOS

    ASR_AI runs like any other mod for the most part. Just launch it like you would anything else. Pretty sure ASR_AI should be on clients and server for the default ASR_AI settings. Userconfig only gets used if you want to customize the settings within, but in which case client and server will need to run -filepatching.

  10. So as long as the server has the mod loaded and the players have it loaded we should be good to go?

    I hoped that was the case

  11. Yes that's exactly right.

  12. Friznit

    2 May 2016 Administrator

    AI are local to the group leader, so player clients only need to run ASR_AI if they want the AI in the player group to be effected by the mod. All other AI runs on the server. If you're not using AI in your player groups, your clients don't need to run it at all.

  13. Cool so I should have it on both server and client because it's basically me an my buddy running with an AI squad each sort of thing

 

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