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Remove CfgAiSkill config changes #5091

Merged
merged 2 commits into from
Apr 22, 2017
Merged

Remove CfgAiSkill config changes #5091

merged 2 commits into from
Apr 22, 2017

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PabstMirror
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Ref #5090 #4326

general[] = {0,0, 1,0.9};
is something like linearConversion [0, 1, skill, 0, 0.9];

The benefit is that it makes the default AI a little less skilled.
The negative is that it hard locks the range skill can be set to via command.

e.g. even if you do setSkill ["General", 1]
skillFinal "general" will always be less than 1

I think this should be removed and left to dedicated AI mods to change.
We also already have a zeus module that allows easy changing of skill.

@PabstMirror PabstMirror added this to the Ongoing milestone Apr 18, 2017
@PabstMirror
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We could also re-add this feature via SQF
The effect should be the same, but it could be disabled via settings.

if (GVAR(adjustSkills)) then {
    ["CAManBase", "init", {
        params ["_unit"];
        if (local _unit) then {
            {
                _unit setSkill linearConversion [0, 1, _unit skill _x, 0, 0.9];
            } forEach [Skills...]
        };
    }, nil, nil, true] call CBA_fnc_addClassEventHandler;
};

@Cuel
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Cuel commented Apr 18, 2017

Imo modifying CfgAiSkill does not belong with ACE. It's for AI overhaul mods. It's already hard enough to work with vanilla AI, without mods playing a part in the skill modification. With the recent vanilla difficulty overhaul it should be easier for server admins to modify skills as wanted aswell.

@@ -14,21 +14,16 @@ version:

## 1. Overview

### 1.1 Adjusted AI skill values
The idea here is to reduce the AI's godlike aiming capabilities while retaining its high intelligence. The AI should be smart enough to move through a town, but also be 'human' in their reaction time and aim.
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On the feature page, we should probably mention that this feature was dropped in version 3.10.

@PabstMirror PabstMirror modified the milestones: 3.10.0, Ongoing Apr 18, 2017
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4 participants