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  1. /*
  2. ASR AI3 settings
  3. this file must be found in <game folder>\userconfig\asr_ai3\
  4. for most settings, 0 = disabled, 1 = enabled
  5.  
  6. All config entries are turned into global variables following a standard naming scheme. For example:
  7. asr_ai3_sysdanger_radiorange = getNumber (configFile >> "asr_ai3" >> "sysdanger" >> "radiorange")
  8. Mission makers can control these features by setting these global variables in init.sqf
  9. */
  10.  
  11.  
  12. class sysdanger {
  13. enabled = 1; // All the other settings of this class matter only if we have 1 here
  14. debug = 1; // Log extra debugging info to RPT, create debug markers and hints (1-enabled, 0-disabled)
  15. radionet = 1; // AI groups share known enemy locations over radio
  16. radiorange = 500; // Maximum range for AI radios
  17. seekcover = 1; // Set to 1 if AI should move to near cover in combat when they're exposed in the open, 0 to disable.
  18. 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)
  19. reactions[] = {1,1,1}; // Infantry groups will randomly react with basic, scripted, random actions, to detecting the enemy or being shot at;
  20. // format: {enableAttack,enableDefend,enableSupport}
  21. usebuildings = 0.9; // Chance the AI group will enter nearby buildings when in combat mode (0 to 1 values, 0 will disable the feature)
  22. };
  23.  
  24. class sysaiskill {
  25. enabled = 1; // All the other settings of this class matter only if we have 1 here
  26. debug = 1; // Log extra debugging info to RPT, create debug markers and hints (1-enabled, 0-disabled)
  27. setskills = 1; // Override AI skills based on their unit type (faction, training etc.; 1-enabled, 0-disabled)
  28. dynsvd = 1; // Enable dynamic view distance adjustment based on day/night and fog thickness on dedicated servers and headless clients
  29. gunshothearing = 0.7; // Gunshot hearing range coefficient (applied to shooter's weapon sound range; 0 will disable the feature)
  30. joinlast = 2; // Groups left with only this number of units will merge with nearest group of the same faction (set to 0 to disable)
  31. 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)
  32.  
  33. /*
  34. Units are classified into skill sets between 1 and 10
  35. By default, a lower level number means a better skilled unit
  36. Levels 8-10 are special:
  37. - 8-9 are for pilots
  38. - 10 is for trained snipers
  39. */
  40. class sets {
  41. // only classes of arrays under this
  42. // skilltype = {<min value>, <random value added to min>};
  43. class level_0 { // super-AI (only used for testing)
  44. aiming[] = {1.00, 0.00}; spotting[] = {1.00, 0.00}; general[] = {1.00, 0.00};
  45. units[] = {}; // add class names to this to override their default (or inherited) skill set
  46. };
  47. class level_1 { // sf 1
  48. aiming[] = {0.60, 0.20}; spotting[] = {0.60, 0.20}; general[] = {0.80, 0.20};
  49. units[] = {};
  50. };
  51. class level_2 { // sf 2
  52. aiming[] = {0.50, 0.20}; spotting[] = {0.50, 0.20}; general[] = {0.80, 0.20};
  53. units[] = {};
  54. };
  55. class level_3 { // regular 1
  56. aiming[] = {0.40, 0.20}; spotting[] = {0.40, 0.20}; general[] = {0.70, 0.20};
  57. units[] = {};
  58. };
  59. class level_4 { // regular 2
  60. aiming[] = {0.30, 0.20}; spotting[] = {0.30, 0.20}; general[] = {0.70, 0.20};
  61. units[] = {};
  62. };
  63. class level_5 { // militia or trained insurgents, former regulars
  64. aiming[] = {0.20, 0.20}; spotting[] = {0.20, 0.20}; general[] = {0.70, 0.20};
  65. units[] = {};
  66. };
  67. class level_6 { // civilians with some military training
  68. aiming[] = {0.20, 0.20}; spotting[] = {0.10, 0.20}; general[] = {0.60, 0.20};
  69. units[] = {};
  70. };
  71. class level_7 { // civilians without military training
  72. aiming[] = {0.10, 0.20}; spotting[] = {0.10, 0.20}; general[] = {0.50, 0.20};
  73. units[] = {};
  74. };
  75. class level_8 { // pilot 1
  76. aiming[] = {0.30, 0.20}; spotting[] = {0.60, 0.20}; general[] = {0.70, 0.20};
  77. units[] = {};
  78. };
  79. class level_9 { // pilot 2
  80. aiming[] = {0.20, 0.20}; spotting[] = {0.50, 0.20}; general[] = {0.60, 0.20};
  81. units[] = {};
  82. };
  83. class level_10 { // sniper
  84. aiming[] = {0.70, 0.20}; spotting[] = {0.70, 0.20}; general[] = {0.70, 0.20};
  85. units[] = {};
  86. };
  87. };//sets
  88.  
  89. // apply skill coefficient by faction to the skills the units would get based on their skill levels and settings above
  90. // if a faction is missing the coefficient is assumed to be 1
  91. class factions {
  92.  
  93. class BLU_F { // BLUFOR A3A
  94. coef = 1.9;
  95. };
  96. class OPF_F { // OPFOR A3A
  97. coef = 0.1;
  98. };
  99. class IND_F { // A3 Guerrilla
  100. coef = 0.1;
  101. };
  102. class IND_G_F { // Greek Army
  103. coef = 0.1;
  104. };
  105.  
  106. class USMC { // US Marine Corps
  107. coef = 1.1;
  108. };
  109. class CDF { // Chernarussian Defence Forces
  110. coef = 0.9;
  111. };
  112. class RU { // Russia
  113. coef = 0.1;
  114. };
  115. class INS { // Chedaki Insurgents
  116. coef = 1.0;
  117. };
  118. class GUE { // NAPA Guerilla
  119. coef = 1.0;
  120. };
  121.  
  122. class BIS_TK { // Takistani Army
  123. coef = 0.9;
  124. };
  125. class BIS_TK_INS { // Takistani Insurgents
  126. coef = 1.0;
  127. };
  128. class BIS_US { // US Army
  129. coef = 1.1;
  130. };
  131. class BIS_CZ { // Czech
  132. coef = 1.1;
  133. };
  134. class BIS_GER { // Germany
  135. coef = 1.0;
  136. };
  137. class BIS_TK_GUE { // Takistani Guerilla
  138. coef = 1.0;
  139. };
  140. class BIS_UN { // UNO
  141. coef = 0.9;
  142. };
  143. class PMC_BAF { // Private military
  144. coef = 1.1;
  145. };
  146. class BIS_BAF { // UK
  147. coef = 1.1;
  148. };
  149.  
  150. };//factions
  151.  
  152. };//skillsets
  153.  
  154. class sysgear {
  155. enabled = 1; // All the other settings of this class matter only if we have 1 here
  156. packNVG = 1; // Automatically un-equip NVG during the day (store them in the vest/backpack) and re-equip when it gets dark
  157. debug = 0; // Log extra debugging info to RPT (1-enabled, 0-disabled)
  158. };
  159.  
  160. version = 6; // will increment this when structure changes
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