I figured I'd post this here because there was nowhere else I could post on these forums for some reason, but I figured this is a pretty important topic that I have put on the BIS forums at
http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=9f873716b28834e7368669d7dce0e9ce&act=ST&f=64&t=64687&st=75&%EF%BF%BDentry111031Playing many times before online and in SP, the AI has an unfair advantage of accuracy especially during Evolution which our server runs a lot...in my personal profile, I have edited some values that actually make the AI use more dispersion fire and limit the 200-300m AK one shot kills that so many of us have endured...I was thinking that since this code can be server side as well, that we could actually implement it with server.cfg for all of us to try out onilne...here's a snippet of the code I found to be extremely experience changing in terms of battles vs. the AI...under class Difficulties, and difficulty Regular/Veteran the last four lines in bold...my values have already been changed to a value I use on singleplayer because the friendly AI die WAAAAY too quick..these values of precisionfriendly/precisionenemy are the key lines to what gives the AI its accuracy...at default for Regular they are set at a whopping 0.750000/0.750000 which means that these guys will take us out almost instantaneous from a distance after they hear us open fire and locate our position..
class veteran
{
class Flags
{
HUD=1;
HUDWp=1;
HUDWpPerm=1;
WeaponCursor=1;
ClockIndicator=1;
3rdPersonView=1;
Tracers=1;
UltraAI=0;
};
skillFriendly=1.000000;
skillEnemy=0.750000;
precisionFriendly=0.700000;
precisionEnemy=0.350000; };
I have noted that SimHQ servers have already implemented this idea into their server.cfg and used these values here...
// Server Name and Password Are Set Here
hostname="Wepps ArmA Server";
password="tactical";
passwordAdmin = "youradminpassword"; // password to protect admin access
motd[]= {"Welcome to yourname's Server.","Hosted by yourname.",}; // Welcome message, two lines "," means 'new line'
motdInterval=1; // if motd has multiple lines, how fast to show these in succession (default is 5 seconds).
difficulty="veteran"; // Sets which one of the difficulty levels below should be used
class Difficulties {
class veteran {
// Also soldiers/vehicles die sooner upon damage.
class Flags {
HUD=1; // Shows you leaders location and your position in formation
HUDWp=1; // Shows Waypoints right after they're ordered to you
HUDWpPerm=1; // Shows Waypoints permanently
WeaponCursor=0; // Shows the crosshair for your weapon
ClockIndicator=1; // Displays the clock indicator on the left of your screen when giving/receiving orders like "At 11 o'clock, eemy man at 200 meters"
3rdPersonView=1; // This turns 3rd(third) person view and group leader view on or off. Please never talk of this as "3D view" - ArmA is not an arcade game !
Tracers=1; // Displays tracers even of small arms that in real life would not have tracers
UltraAI=0; // Enables some kind of super AI that hears and sees more and has better tactics. This is for both friendly and enemy sides.
};
// These are the skills. Value may range from 0.000000 to 1.000000
skillFriendly=0.600000; // Friendly tactics skill
skillEnemy=0.600000; // Enemy tactics skill
precisionFriendly=0.500000; // Friendly shooting precision
precisionEnemy=0.400000; // Enemy shooting precision
};
};
An extremely long post I know, but I felt after playing this morning during Evolution something has got to change in terms of the unrealistic AI's accuracy from afar...at least we can balance the scales a lil' more to what can give us more tactical reality to our Armed Assault...thanks let me know what you guys think..I hope more servers will implement these values as well personally.