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- ASR AI settings
- this file must be found in <game folder>\userconfig\asr_ai\
- for most settings, 0 = disabled, 1 = enabled
- All config entries are turned into global variables following a standard naming scheme. For example:
- asr_ai_sys_airearming_feature = getNumber (configFile >> "asr_ai" >> "sys_airearming" >> "feature")
- Mission makers can control these features by setting these global variables in init.sqf or by setting
- a similar class in description.ext
- */
- class asr_ai {
- version = 6; // will increment this when structure changes
- class sys_airearming {
- feature = 1; // All the other settings of this class matter only if we have 1 here
- run = 1; // Enable rearming at mission start
- radius = 50; // Rearming search radius - how far will AI go to grab stuff
- civ = 0; // Civilians will try to arm themselves
- sidearm = 1; // Units will take handguns
- binocs = 1; // Units will take binoculars
- // List of secondary weapons that any unit may take. Other launchers not in this list will only be picked by specialists
- launchers[] = {
- "M136","RPG18","cwr2_AT4","cwr2_LAW","cwr2_RPG75",
- "ACE_M136_CSRS","ACE_M72A2","ACE_M72","ACE_RPG22","ACE_RPG27","ACE_RPOM","ACE_RSHG1","ACE_RMG"
- };
- // List of frag grenades that units will look for
- grenades[] = {
- "HandGrenade","HandGrenade_West","HandGrenade_East","BAF_L109A1_HE","ACE_DM51","ACE_DM51A1"
- };
- // List of smoke grenades that units will look for
- smokes[] = {
- "SmokeShell","SmokeShellRed","SmokeShellGreen","SmokeShellYellow","SmokeShellPurple","SmokeShellBlue","SmokeShellOrange",
- "ACE_M34","ACE_RDG2","ACE_RDGM","ACE_DM25","ACE_DM31","ACE_DM32","ACE_DM33","ACE_DM34","ACE_DM36","ACE_M15"
- };
- };
- class sys_aiskill {
- feature = 1; // All the other settings of this class matter only if we have 1 here
- civ = 0; // Enable advanced skills for civilians
- radionet = 1; // AI groups share known enemy locations over radio
- radiorange = 500; // Maximum range for radios
- nightspotting = 0.3; // Spotting range night reduction coefficient
- gunshothearing = 1; // Gunshot hearing range coefficient (applied to shooter's weapon sound range; 0 will disable the feature)
- buildingSearching = 0.7; // Chance the AI group will search nearby buildings when in combat mode (0 to 1 values, 0 will disable the feature)
- buildingSearchingAlwaysUp = 1; // Prefer UP stance (value: 1) when doing the house search or let AI choose automatically (value: 0)
- throwsmoke = 0.7; // AI throws smoke when hit (set 0 to disable or a number up to 1 to enable, higher number means better chance to do it)
- join_loners = 1; // Groups left with only one unit merge with nearest group of the same side or faction (1-enabled, 0-disabled)
- join_loners_sameFaction = 0; // Single units will only join groups of the same faction, if join_loners = 1 above (1-faction, 0-side)
- serverdvd = 1; // Dynamic dedicated server viewdistance adjustment
- setskills = 1; // Configure AI skills based on their unit type (faction, training etc.)
- recoilMod = 1; // Lower recoil when using MGs; also increased recoil for wounded AI (1-enabled, 0-disabled)
- stayLow = 1; // Units using MG, AR or sniper should fight from prone position and the others crouch more (1-enabled, 0-disabled)
- split_legged = 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)
- reactions[] = {1,1,0}; // Infantry groups will randomly react with basic, scripted, random actions, to detecting the enemy or being shot at; format: {enableAttack,enableDefend,enableSupport}
- auto_srrs = 1; // Auto-enable BIS Surrendering module (1-enabled, 0-disabled)
- radionet_debug = 0; // Log info sharing to RPT (1-enabled, 0-disabled)
- setskills_debug = 0; // Log skill assignments to RPT (1-enabled, 0-disabled)
- gunshothearing_debug = 0; // Gunshot hearing debug: shows a hint with max range the AI will detect the shots fired by player (1-enabled, 0-disabled)
- /*
- 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, very good by default, but some of their skills are now automatically reduced when they leave the aircraft (accuracy, courage)
- - 10 is for trained snipers
- */
- class sets {
- // only classes of arrays under this
- class level_0 { // perfect (only used for testing)
- aimingAccuracy[] = {1.00, 0.00};
- aimingShake[] = {1.00, 0.00};
- aimingSpeed[] = {1.00, 0.00};
- spotDistance[] = {1.00, 0.00};
- spotTime[] = {1.00, 0.00};
- endurance[] = {1.00, 0.00};
- courage[] = {1.00, 0.00};
- reloadSpeed[] = {1.00, 0.00};
- commanding[] = {1.00, 0.00};
- general[] = {1.00, 0.00};
- units[] = { // add class names to this to override their default (or inherited) skill set
- };
- };
- class level_1 { // sf 1
- aimingAccuracy[] = {0.35, 0.10}; // skilltype = {<min value>, <random value added to min>};
- aimingShake[] = {0.35, 0.10};
- aimingSpeed[] = {0.80, 0.20};
- spotDistance[] = {0.65, 0.30};
- spotTime[] = {0.40, 0.20};
- endurance[] = {0.80, 0.20};
- courage[] = {0.80, 0.20};
- reloadSpeed[] = {0.80, 0.20};
- commanding[] = {0.80, 0.20};
- general[] = {0.80, 0.20};
- units[] = {
- "sf_18d","sf_18c","sf_18z","sf_18b","sf_18e","sf_18a"
- };
- };
- class level_2 { // sf 2
- aimingAccuracy[] = {0.30, 0.10};
- aimingShake[] = {0.30, 0.10};
- aimingSpeed[] = {0.75, 0.20};
- spotDistance[] = {0.60, 0.30};
- spotTime[] = {0.35, 0.20};
- endurance[] = {0.70, 0.20};
- courage[] = {0.70, 0.20};
- reloadSpeed[] = {0.70, 0.20};
- commanding[] = {0.70, 0.20};
- general[] = {0.70, 0.20};
- units[] = {
- "ibr_mutant","ibr_venator_assaulter","ibr_venator_assaulter2","ibr_venator_assaulter3"
- };
- };
- class level_3 { // regular 1
- aimingAccuracy[] = {0.25, 0.10};
- aimingShake[] = {0.25, 0.10};
- aimingSpeed[] = {0.70, 0.20};
- spotDistance[] = {0.55, 0.30};
- spotTime[] = {0.30, 0.20};
- endurance[] = {0.60, 0.20};
- courage[] = {0.60, 0.20};
- reloadSpeed[] = {0.60, 0.20};
- commanding[] = {0.60, 0.20};
- general[] = {0.60, 0.20};
- units[] = {
- "bink_usmc_tl","bink_usmc_sl","bink_usmc_dmr","bink_usmc_scout","bink_usmc_scout_l","bink_usmc_tl_des","bink_usmc_sl_des","bink_usmc_dmr_des",
- "bink_usmc_scout_des","bink_usmc_scout_l_des","rb_teamleader","ibr_venator_leader"
- };
- };
- class level_4 { // regular 2
- aimingAccuracy[] = {0.20, 0.10};
- aimingShake[] = {0.20, 0.10};
- aimingSpeed[] = {0.65, 0.20};
- spotDistance[] = {0.50, 0.30};
- spotTime[] = {0.25, 0.20};
- endurance[] = {0.50, 0.20};
- courage[] = {0.50, 0.20};
- reloadSpeed[] = {0.50, 0.20};
- commanding[] = {0.50, 0.20};
- general[] = {0.50, 0.20};
- units[] = {
- "ibr_bodyguard"
- };
- };
- class level_5 { // militia or trained insurgents, former regulars
- aimingAccuracy[] = {0.15, 0.10};
- aimingShake[] = {0.15, 0.10};
- aimingSpeed[] = {0.60, 0.20};
- spotDistance[] = {0.45, 0.30};
- spotTime[] = {0.20, 0.20};
- endurance[] = {0.40, 0.20};
- courage[] = {0.40, 0.20};
- reloadSpeed[] = {0.40, 0.20};
- commanding[] = {0.40, 0.20};
- general[] = {0.40, 0.20};
- units[] = {
- "ibr_arl_officer","ibr_arl_sniper","ibr_arl_sab","ibr_arl_roberto","ibr_arl_marksman"
- };
- };
- class level_6 { // civilians with some military training
- aimingAccuracy[] = {0.10, 0.10};
- aimingShake[] = {0.10, 0.10};
- aimingSpeed[] = {0.55, 0.20};
- spotDistance[] = {0.40, 0.30};
- spotTime[] = {0.15, 0.20};
- endurance[] = {0.30, 0.20};
- courage[] = {0.30, 0.20};
- reloadSpeed[] = {0.30, 0.20};
- commanding[] = {0.30, 0.20};
- general[] = {0.30, 0.20};
- units[] = {
- "ibr_rebel11","ibr_rebel22","ibr_rebel33","ibr_rebel44","ibr_rebel55","ibr_rebel66","ibr_rebel77","ibr_rebel83","ibr_rebel95","ibr_rebel102",
- "ibr_rebel111","ibr_rebel125","ibr_rebel132","ibr_rebel145","ibr_rebel151","ibr_rebel162","ibr_rebel173","ibr_rebel184","ibr_rebel195",
- "ibr_rebel206","ibr_rebel217",
- "ibr_arl_rif","ibr_arl_rif2","ibr_arl_mg","ibr_arl_ar","ibr_arl_at","ibr_arl_aa","ibr_arl_crew","ibr_arl_medic",
- "ibr_drg_man1","ibr_drg_man2","ibr_drg_man3","ibr_drg_man4","ibr_drg_man5","ibr_drg_man6","ibr_drg_man7"
- };
- };
- class level_7 { // civilians without military training
- aimingAccuracy[] = {0.10, 0.10};
- aimingShake[] = {0.10, 0.10};
- aimingSpeed[] = {0.50, 0.20};
- spotDistance[] = {0.35, 0.30};
- spotTime[] = {0.10, 0.20};
- endurance[] = {0.20, 0.20};
- courage[] = {0.20, 0.20};
- reloadSpeed[] = {0.20, 0.20};
- commanding[] = {0.20, 0.20};
- general[] = {0.20, 0.20};
- units[] = {
- "ibr_arl_stoner1","ibr_arl_stoner2","ibr_arl_stoner3","ibr_arl_stoner4","ibr_arl_stoner5","ibr_arl_stoner6","ibr_arl_stoner7"
- };
- };
- class level_8 { // pilot 1
- aimingAccuracy[] = {0.25, 0.10};
- aimingShake[] = {0.25, 0.10};
- aimingSpeed[] = {0.65, 0.20};
- spotDistance[] = {0.65, 0.30};
- spotTime[] = {0.40, 0.20};
- endurance[] = {0.60, 0.20};
- courage[] = {0.60, 0.20};
- reloadSpeed[] = {0.60, 0.20};
- commanding[] = {0.60, 0.20};
- general[] = {0.60, 0.20};
- units[] = {
- "ibr_arl_eric"
- };
- };
- class level_9 { // pilot 2
- aimingAccuracy[] = {0.20, 0.10};
- aimingShake[] = {0.20, 0.10};
- aimingSpeed[] = {0.60, 0.20};
- spotDistance[] = {0.60, 0.30};
- spotTime[] = {0.35, 0.20};
- endurance[] = {0.50, 0.20};
- courage[] = {0.50, 0.20};
- reloadSpeed[] = {0.50, 0.20};
- commanding[] = {0.50, 0.20};
- general[] = {0.50, 0.20};
- units[] = {
- "ibr_arl_pilot","ibr_drg_pilot"
- };
- };
- class level_10 { // sniper
- aimingAccuracy[] = {0.80, 0.10};
- aimingShake[] = {0.90, 0.10};
- aimingSpeed[] = {0.70, 0.20};
- spotDistance[] = {0.70, 0.30};
- spotTime[] = {0.75, 0.20};
- endurance[] = {0.70, 0.20};
- courage[] = {0.70, 0.20};
- reloadSpeed[] = {0.70, 0.20};
- commanding[] = {0.70, 0.20};
- general[] = {0.70, 0.20};
- 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 USMC { // US Marine Corps
- coef = 1.0;
- };
- class CDF { // Chernarussian Defence Forces
- coef = 0.9;
- };
- class RU { // Russia
- coef = 0.9;
- };
- 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 = 0.9;
- };
- class BIS_US { // US Army
- coef = 1.0;
- };
- class BIS_CZ { // Czech
- coef = 1.0;
- };
- class BIS_GER { // Germany
- coef = 1.0;
- };
- class BIS_TK_GUE { // Takistani Guerilla
- coef = 0.9;
- };
- class BIS_UN { // UNO
- coef = 1.0;
- };
- class PMC_BAF { // Private military
- coef = 1.0;
- };
- class BIS_BAF { // UK
- coef = 1.0;
- };
- class ACE_USAF { // US Air Force
- coef = 1.0;
- };
- class ACE_USNAVY { // US Navy
- coef = 1.0;
- };
- class ACE_RUNAVY { // Russian Navy
- coef = 1.0;
- };
- class ACE_USMC_Desert {
- coef = 1.0;
- };
- class ACE_USARMY {
- coef = 1.0;
- };
- class ACE_USARMY_DESERT {
- coef = 1.0;
- };
- class ACE_160SOAR {
- coef = 1.0;
- };
- class ACE_VDV { // Russian Airborne Troops
- coef = 1.0;
- };
- class ACE_GRU { // Spetsnatz GRU
- coef = 1.0;
- };
- class ACE_MVD { // Vityaz MVD
- coef = 1.0;
- };
- class ACE_RU_Desert { // Russia (Desert)
- coef = 1.0;
- };
- class cwr2_us {
- coef = 1.0;
- };
- class cwr2_ru {
- coef = 1.0;
- };
- class cwr2_fia {
- coef = 1.0;
- };
- class LIN_army { // Lingor Army (GAL)
- coef = 0.9;
- };
- class ibr_arl_faction { // Lingor Rebels (ARL)
- coef = 1.0;
- };
- class ibr_drg_faction { // Druglord's Army
- coef = 1.0;
- };
- class ibr_police_unit { // Lingor Police
- coef = 1.0;
- };
- class ibr_unisol_faction { // UniSol Corp.
- coef = 1.2;
- };
- class ibr_venator_faction { // Venator PMCs
- coef = 1.0;
- };
- class AFR_army { // Afrenian Army
- coef = 0.9;
- };
- class MOL_army { // Molatian Army
- coef = 0.8;
- };
- class ibr_rebel_faction { // African Rebels
- coef = 1.0;
- };
- class I44_A_Army { // US Army
- coef = 1.0;
- };
- class I44_A_Army_Winter { // US Army (Winter)
- coef = 1.0;
- };
- class I44_A_USMC { // US Marine Corps
- coef = 1.0;
- };
- class I44_A_AAF { // US Army Air Force
- coef = 1.0;
- };
- class I44_A_Navy { // US Navy
- coef = 1.0;
- };
- class I44_B_Army { // British Army
- coef = 1.0;
- };
- class I44_B_Army_Winter { // British Army (Winter)
- coef = 1.0;
- };
- class I44_B_RAF { // British Royal Air Force
- coef = 1.0;
- };
- class I44_B_RN { // British Royal Navy
- coef = 1.0;
- };
- class I44_G_WH { // German Heer
- coef = 1.0;
- };
- class I44_G_WINTER { // German Heer (Winter)
- coef = 1.0;
- };
- class I44_G_SS { // // German Waffen-SS
- coef = 1.0;
- };
- class I44_G_SS_Winter { // German Waffen-SS (Winter)
- coef = 1.0;
- };
- class I44_G_WL { // German Luftwaffe
- coef = 1.0;
- };
- class I44_G_WM { // German Kriegsmarine
- coef = 1.0;
- };
- class I44_R_F { // French Resistance
- coef = 1.0;
- };
- };//factions
- };//sys_aiskill
- };
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