06-03-2011, 07:21 AM
hi,
Totally agree those terminator AIs who see throught vegetation are pretty anoying. But there's a solution to have smart enemies without having 1shot/1kill enemies. It is the setSkill array. With this command you can for example make the AI spot you and fire from far away if you engage them (it means that they don't stay like idiot crawling and running around without any goal if you fire on them from far) and at the same time make AI accuracy acceptable.
Here's a little script to set the setSkill array level:
set_skill_array.sqf
I made a little demo to show how it works.
http://www.multiupload.com/2648BYSB2M
Play with the script values to obtain the wanted result.
cya.
Nikiller.
(06-02-2011, 04:43 PM)Osku link Wrote: With the enemy skill level, I wanted to keep it semi-low (~25 percent), because most of the enemies have only iron-sights and in example at the AA site the enemies see through the tall grass easily and appear to have unhuman senses. If I set the guys guarding AA skill low, and others higher, the skilled guys might move by themself from the next objective. It gets messed up?
Totally agree those terminator AIs who see throught vegetation are pretty anoying. But there's a solution to have smart enemies without having 1shot/1kill enemies. It is the setSkill array. With this command you can for example make the AI spot you and fire from far away if you engage them (it means that they don't stay like idiot crawling and running around without any goal if you fire on them from far) and at the same time make AI accuracy acceptable.
Here's a little script to set the setSkill array level:
set_skill_array.sqf
Code:
/*
======================================================
Set Skill Script for ArmA2 by Nikiler v0.9b
contact: nikillerofp@hotmail.fr
nul=unitName execVM "set_skill_array.sqf"
======================================================
*/
if (!isServer) exitWith {};
_this setSkill ["spotDistance",1];
_this setSkill ["spotTime",0.7];
_this setSkill ["commanding",0.9];
_this setSkill ["aimingShake",0.5];
_this setSkill ["aimingAccuracy",0.5];
if (true) exitWith {};
I made a little demo to show how it works.
http://www.multiupload.com/2648BYSB2M
Play with the script values to obtain the wanted result.
cya.
Nikiller.
what the fuck?