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- /*
- ASR AI3 settings
- this file must be found in <game folder>\userconfig\asr_ai3\
- for most settings, 0 = disabled, 1 = enabled
- All config entries are turned into global variables following a standard naming scheme. For example:
- asr_ai3_sysdanger_radiorange = getNumber (configFile >> "asr_ai3" >> "sysdanger" >> "radiorange")
- Mission makers can control these features by setting these global variables in init.sqf
- */
- class sysdanger {
- enabled = 1; // All the other settings of this class matter only if we have 1 here
- debug = 1; // Log extra debugging info to RPT, create debug markers and hints (1-enabled, 0-disabled)
- radionet = 1; // AI groups share known enemy locations over radio
- radiorange = 500; // Maximum range for AI radios
- seekcover = 1; // Set to 1 if AI should move to near cover in combat when they're exposed in the open, 0 to disable.
- throwsmoke = 0.5; // AI throws smoke when advancing to cover (set 0 to disable or a number up to 1 to enable, higher number means better chance to do it)
- reactions[] = {1,1,1}; // Infantry groups will randomly react with basic, scripted, random actions, to detecting the enemy or being shot at;
- // format: {enableAttack,enableDefend,enableSupport}
- usebuildings = 0.9; // Chance the AI group will enter nearby buildings when in combat mode (0 to 1 values, 0 will disable the feature)
- };
- class sysaiskill {
- enabled = 1; // All the other settings of this class matter only if we have 1 here
- debug = 1; // Log extra debugging info to RPT, create debug markers and hints (1-enabled, 0-disabled)
- setskills = 1; // Override AI skills based on their unit type (faction, training etc.; 1-enabled, 0-disabled)
- dynsvd = 1; // Enable dynamic view distance adjustment based on day/night and fog thickness on dedicated servers and headless clients
- gunshothearing = 0.7; // Gunshot hearing range coefficient (applied to shooter's weapon sound range; 0 will disable the feature)
- joinlast = 2; // Groups left with only this number of units will merge with nearest group of the same faction (set to 0 to disable)
- removegimps = 300; // Units unable to walk for this time will separate from their group to prevent slowing it down (time in seconds, set 0 to disable)
- /*
- Units are classified into skill sets between 1 and 10
- By default, a lower level number means a better skilled unit
- Levels 8-10 are special:
- - 8-9 are for pilots
- - 10 is for trained snipers
- */
- class sets {
- // only classes of arrays under this
- // skilltype = {<min value>, <random value added to min>};
- class level_0 { // super-AI (only used for testing)
- aiming[] = {0.10, 0.00}; spotting[] = {0.10, 0.00}; general[] = {0.10, 0.00};
- units[] = {}; // add class names to this to override their default (or inherited) skill set
- };
- class level_1 { // sf 1
- aiming[] = {0.10, 0.01}; spotting[] = {0.10, 0.01}; general[] = {0.10, 0.01};
- units[] = {};
- };
- class level_2 { // sf 2
- aiming[] = {0.10, 0.01}; spotting[] = {0.10, 0.01}; general[] = {0.10, 0.01};
- units[] = {};
- };
- class level_3 { // regular 1
- aiming[] = {0.10, 0.01}; spotting[] = {0.10, 0.01}; general[] = {0.10, 0.01};
- units[] = {};
- };
- class level_4 { // regular 2
- aiming[] = {0.10, 0.01}; spotting[] = {0.10, 0.01}; general[] = {0.10, 0.01};
- units[] = {};
- };
- class level_5 { // militia or trained insurgents, former regulars
- aiming[] = {0.10, 0.01}; spotting[] = {0.10, 0.01; general[] = {0.10, 0.01};
- units[] = {};
- };
- class level_6 { // civilians with some military training
- aiming[] = {0.10, 0.01}; spotting[] = {0.10, 0.01}; general[] = {0.10, 0.01};
- units[] = {};
- };
- class level_7 { // civilians without military training
- aiming[] = {0.10, 0.01}; spotting[] = {0.10, 0.01}; general[] = {0.10, 0.01};
- units[] = {};
- };
- class level_8 { // pilot 1
- aiming[] = {0.10, 0.01}; spotting[] = {0.10, 0.01}; general[] = {0.10, 0.01};
- units[] = {};
- };
- class level_9 { // pilot 2
- aiming[] = {0.10, 0.01}; spotting[] = {0.10, 0.01}; general[] = {0.10, 0.01};
- units[] = {};
- };
- class level_10 { // sniper
- aiming[] = {0.30, 0.20}; spotting[] = {0.30, 0.20}; general[] = {0.10, 0.01};
- units[] = {};
- };
- };//sets
- // apply skill coefficient by faction to the skills the units would get based on their skill levels and settings above
- // if a faction is missing the coefficient is assumed to be 1
- class factions {
- class BLU_F { // BLUFOR A3A
- coef = 1.1;
- };
- class OPF_F { // OPFOR A3A
- coef = 1.0;
- };
- class IND_F { // A3 Guerrilla
- coef = 1.0;
- };
- class IND_G_F { // Greek Army
- coef = 1.0;
- };
- class USMC { // US Marine Corps
- coef = 1.1;
- };
- class CDF { // Chernarussian Defence Forces
- coef = 0.9;
- };
- class RU { // Russia
- coef = 1.0;
- };
- class INS { // Chedaki Insurgents
- coef = 1.0;
- };
- class GUE { // NAPA Guerilla
- coef = 1.0;
- };
- class BIS_TK { // Takistani Army
- coef = 0.9;
- };
- class BIS_TK_INS { // Takistani Insurgents
- coef = 1.0;
- };
- class BIS_US { // US Army
- coef = 1.1;
- };
- class BIS_CZ { // Czech
- coef = 1.1;
- };
- class BIS_GER { // Germany
- coef = 1.0;
- };
- class BIS_TK_GUE { // Takistani Guerilla
- coef = 1.0;
- };
- class BIS_UN { // UNO
- coef = 0.9;
- };
- class PMC_BAF { // Private military
- coef = 1.1;
- };
- class BIS_BAF { // UK
- coef = 1.1;
- };
- };//factions
- };//skillsets
- class sysgear {
- enabled = 1; // All the other settings of this class matter only if we have 1 here
- packNVG = 1; // Automatically un-equip NVG during the day (store them in the vest/backpack) and re-equip when it gets dark
- debug = 0; // Log extra debugging info to RPT (1-enabled, 0-disabled)
- };
- version = 6; // will increment this when structure changes
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