R3vo/Sandbox – User

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==Overview==
= Mobile To-Do =
The AI is characterized by a set of [[AI Sub-skills|sub-skills]].
''A list of things that would improve mobile compatibility''


Value of each of the [[AI Sub-skills|sub-skills]] is inherited either from [[skill]] value (set by skill slider in [[Mission Editor: Units|Insert Unit]] dialogue (default 0.6) or [[setSkill]] command) or directly defined by [[setSkill]] command.


This value is interpolated into the corresponding range. This range is defined by a range set in [[CfgAISkill]] influenced by the value that comes from ''Game Options/Difficulty - AI Level'' (skillAI or precisionAI in player's .Arma3Profile if aiLevelPreset=3 (custom) is used).
''Lou thinks just because the list is empty there is nothing left to improve. Only if he knew.''


==CfgAISkill==
= Done =
CfgAISkill is a set of arrays, related to [[AI Sub-skills]], defining the interpolation curve of each of the sub-skill.


* Creator dlc template needs a noresize.
** {{Link|Spearhead_1944}}
* Long command names should wrap
** {{Link|removeAllUserActionEventHandlers}}


'''Example:'''
* See also entries on command and function pages are broken
In {w, x, y, z} value from (w,y) gets interpolated into (x,z).
** {{Link|parsingNamespace}}
[[File:CfgAISkill.jpg|thumb|Interpolation with vanilla A3 CfgAISkill]]
''spotDistance[] = {0,0.2, 1,0.4};'' value in a range 0-1 will change into value in a range 0.2-0.4.
''setSkill ["spotDistance", 0.5]'' results in ''skill "spotDistance"'' returning ''0.3''


===Notes===
* Command and function template layout wastes a lot of space due to the two column design
More than 2 pairs of defining values can be used (minimum is 2 pairs).


The values are used to interpolate on run-time, so even after setting sub-skill by script command it will be interpolated and bound by this array.
* Tables with fixed widths need to be avoided. If they are too wide use noresize class wrapper
** {{Link|Arma_3:_Visual_Upgrade}}


'''See also:''' [[:Category:AI|AI]], [[AI Sub-skills]], [[skill]], [[setSkill]], [[setUnitAbility]]
* YouTube embeds and images should not have a fixed width
 
** {{Link|Category:DayZ}}
===Defaults Arma 3===
** {{Link|Spearhead_1944_Frontline_Function}}
aimingAccuracy[] = {0, 0, 1, 1};
** It is because the youtube template has a hardcoded minimum width. This should get removed
aimingShake[] = {0, 0, 1, 1};
aimingSpeed[] = {0, 0.5, 1, 1};
commanding[] = {0, 0, 1, 1};
courage[] = {0, 0, 1, 1};
endurance[] = {0, 0, 1, 1};
general[] = {0, 0, 1, 1};
reloadSpeed[] = {0, 0, 1, 1};
spotDistance[] = {0, 0, 1, 1};
spotTime[] = {0, 0, 1, 1};
 
==Sub-Skills==
[[File:AI_skill_and_level.png|thumb|AI skill/level/final skill]]
Sub-skills are a set of parameters ultimately defining the individual AI unit performance in the game.
 
 
{| class="wikitable" style="float: center; margin: 0 0 0 0.5em; max-width: 100%;"
! Name
! Description
|-
| ''aimingAccuracy''
|
*Affects how well the AI can lead a target
*Affects how accurately the AI estimate range and calculates bullet drop
*Affects how well the AI compensates for weapon dispersion
*Affects how much the AI will know to compensate for recoil (Higher value = more controlled fire)
*Affects how certain the AI must be about its aim on target before opening fire
|-
| ''aimingShake''
|
*Affects how steadily the AI can hold a weapon (Higher value = less weapon sway)
|-
| ''aimingSpeed''
|
*Affects how quickly the AI can rotate and stabilize its aim (Higher value = faster, less error)
|-
| ''commanding''
|
*Affects how quickly recognized targets are shared with the group (Higher value = faster reporting)
|-
| ''courage''
|  
*Affects unit's subordinates' morale (Higher value = more courage)
|-
| ''endurance''
|
*''Disabled in {{arma3}}''
|-
| ''general''
|
*Raw "Skill", value is distributed to sub-skills unless defined otherwise. Affects the AI's decision making.
|-
| ''reloadSpeed''
|
*Affects the delay between switching or reloading a weapon (Higher value = less delay)Object Modifiers
|-
| ''spotDistance''
|
*Affects the AI ability to spot targets within it's visual or audible range (Higher value = more likely to spot)
*Affects the accuracy of the information (Higher value = more accurate information)
|-
| ''spotTime''
|
*Affects how quick the AI react to death, damage or observing an enemy (Higher value = quicker reaction)
|}
 
===Notes===
Each sub-skill is used in several calculations. Value of each sub-skill is inherited from the value set by skill slider in [[Mission Editor: Units|Insert Unit]] dialogue or [[setSkill]] command, or more precisely with setSkill alternative syntax. This value is interpolated into ranges defined in [[CfgAISkill]] and multiplied by a value of AI Level Skill or Precision set in player's profile (.Arma3Profile file).
 
==Commands==
*[[skill]]
*[[setSkill]]
*[[setUnitAbility]]
*[[skillFinal]]
*[[setUnitAbility]]
 
==See Also==
*[[:Category:AI|AI]]
*[[ArmA:_Difficulty#Adjusting_Accuracy_Separately|ArmA Difficulty]]
*[[Combat Modes]]
[[Category:Arma 3: Editing]]
[[Category:AI]]

Latest revision as of 18:11, 18 May 2025

Mobile To-Do

A list of things that would improve mobile compatibility


Lou thinks just because the list is empty there is nothing left to improve. Only if he knew.

Done

  • Command and function template layout wastes a lot of space due to the two column design
  • Tables with fixed widths need to be avoided. If they are too wide use noresize class wrapper