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AI skill level selection


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In DZMSAIConfig.sqf there is an AI Skills array labeled DZMSSkills1, DZMSSkills2, and DZMSSkills3. How does the mission determine which skill level is being used when it spawns in the AI? What I see in the mission files looks like the skill level is either 1 or 0. Am I reading this wrong? Or did I miss something somewhere else?

 

//DZMSAISpawn spawns AI to the mission.
//Usage: [_coords, count, skillLevel]
[[(_coords select 0) - 10.5005,(_coords select 1) - 2.6465,0],6,1,"DZMSUnitsMajor] call DZMSAISpawn;
sleep 5;

 

//DZMSAISpawn spawns AI to the mission.
//Usage: [_coords, count, skillLevel]
[_coords,3,0,"DZMSUnitsMinor] call DZMSAISpawn;
sleep 1;

 

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In DZMSAIConfig.sqf there is an AI Skills array labeled DZMSSkills1, DZMSSkills2, and DZMSSkills3. How does the mission determine which skill level is being used when it spawns in the AI? What I see in the mission files looks like the skill level is either 1 or 0. Am I reading this wrong? Or did I miss something somewhere else?

 

//DZMSAISpawn spawns AI to the mission.

//Usage: [_coords, count, skillLevel]

[[(_coords select 0) - 10.5005,(_coords select 1) - 2.6465,0],6,1,"DZMSUnitsMajor] call DZMSAISpawn;

sleep 5;

 

//DZMSAISpawn spawns AI to the mission.

//Usage: [_coords, count, skillLevel]

[_coords,3,0,"DZMSUnitsMinor] call DZMSAISpawn;

sleep 1;

 

 

Skill can be 0, 1, or 2. Skill determines the weapon array chosen, and the skill array assigned. The skills need re-done so currently all AI have a skill level of 1.

The skills should be linear from bad to better, but instead are based on what the units weapon will be. Array 1 may be good for m4s, two for LMGs, 3 for snipers. I'm not saying thats what those skills are for, but the skills are suppose to be weapon specific and need modified to be linear.

	switch (_skill) do {
		case 0: {_aiweapon = DZMSWeps1;};
		case 1: {_aiweapon = DZMSWeps2;};
		case 2: {_aiweapon = DZMSWeps3;};
	};
	switch (_skill) do {
		case 0: {_aicskill = DZMSSkills1;};
		case 1: {_aicskill = DZMSSkills2;};
		case 2: {_aicskill = DZMSSkills3;};
	};
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This is great because I created a mission and wanted a separate skill level for a harder mission with two crates of building supplies (very popular)  problem was they were spawning without guns.  because I put a 3 for their skill level assuming it would correspond with DZMSSkills3 and DZMSWeps3,. So to get them to spawn with the weapons and use the skills I select I should put a 2 there. was very confused, so thanks for this post.

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since this is a skill level topic I feel it would be appropriate to ask this while we are here. 

 

Could you break down these and tell me what each one does/means?

 

["aimingAccuracy",0.75],
["aimingShake",0.75],
["aimingSpeed",1.00],
["endurance",1.00],
["spotDistance",1.00],  How far is 1.00?
["spotTime",1.00],   how long is 1.00?
["courage",1.00],
["reloadSpeed",1.00],
["commanding",1.00],
["general",1.00]
];
 
you get it, what do these numbers correspond to?
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