Is there a way to adjust the AI accuracy for all players universally when creating a coop multiplayer mission?
Is there a way to adjust the AI accuracy for all players universally when creating a coop multiplayer mission?
on the server porfile config or host if thay have thare ai set to regular/vet it will change the server aswell.
open the server profile/host and look for this
skillFriendly=0.850000;
skillEnemy=0.850000;
precisionFriendly=0.850000;
precisionEnemy=0.850000;
and change it what you need... more = beter ai less = sucky ai
what would the best realistic options be ?
I was dragged through hell by certail Mod teams accusing me of theft. I was banned without question.
Recient information shows that Models were being placed in the public domain by trusted members of said mod teams. I was victomised because I had apparently downloaded one such model from the google website and was landed with the full blaim for the theft, uploading and creating some fantastical ruse to " cover up the theft".
Since the source of the models has came to light I was unbanned, but no appology has ever been tabled for the crap I had to put up with nor the crap anyone who associated with me had to put up with.
I see the leaking of the models by their own as poetic justice.
I still want nothing to do with BIS, those Mod team members, or other community people who were quite willing to burn me allive for A crime that they now know I didnt commit.
I'd say, high skill like 85000 and low precision to about 45000 or even 40000.
setting the ai skill at .85 and the precision at .40 has produced some nice firefights. The only problem is, at .40 precision causes the AI to delay a bit too long in close quarters. They look at you 10 feet away and pause like they are swaying back and forth. But when I tested it at .40 for enemy precision and .35 friendly AI precision, it creates some intense firefights and made me feel immersed in the game more.
I personally prefer 47500, 40000 looks nice but isnt much of a challengeOriginally Posted by (Rici @ May 24 2007,12:15)
(Although later i combined mine with seconds suppression scripts which also seem to affect the player)
ok, time for a stupid question (or two):
What if you are leasing a game server and the {server/host}.ArmAProfile cant be found or is not in the ftp permitted path?
Can the "class difficulties{}" be created/overridden inside the dedicated server's server.cfg file?
I guess I'll try and see if that works, but I am afraid judging success or fail will be very subjective...
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How does the AI slider in the mission editor effect MP AI levels? Does it override the server cfg or does the server cfg override it?
Well I think it worked. I now die on the third or fourth shot rather than the first.Sometimes, I even manage to find cover and avoid being shot up. I added the following to the end of my servercfg file.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Difficulties
{
class regular
{
class Flags
{
Armor=1;
FriendlyTag=1;
EnemyTag=0;
HUD=1;
HUDPerm=1;
HUDWp=1;
HUDWpPerm=1;
AutoSpot=1;
Map=1;
WeaponCursor=1;
AutoGuideAT=1;
ClockIndicator=1;
3rdPersonView=1;
Tracers=1;
UltraAI=0;
AutoAim=0;
UnlimitedSaves=1;
};
skillFriendly=0.750000;
skillEnemy=0.600000;
precisionFriendly=0.400000;
precisionEnemy=0.400000;
};
class veteran
{
class Flags
{
HUD=1;
HUDWp=1;
HUDWpPerm=1;
WeaponCursor=1;
ClockIndicator=1;
3rdPersonView=1;
Tracers=1;
UltraAI=0;
};
skillFriendly=0.850000;
skillEnemy=0.850000;
precisionFriendly=0.450000;
precisionEnemy=0.450000;
};[/QUOTE]
No complaints upon restarting the server.
Now, if I can only figure out the source of the lag when two or more ppl join the server...
The folks at ArtofWar cant seem to tell me what to put for the bandwidth settings in the cfg file.
Our hosted server bandwith are:
MinBandwidth=131072;
MaxBandwidth=204857600;