Code:
/*
ASR AI3 server-side settings; these settings are only applicable on servers and single-player sessions
this file must be found in <game folder>\userconfig\asr_ai3\
for most settings, 0 = disabled, 1 = enabled
Mission makers can control these features by setting these global variables in init.sqf
*/
asr_ai3_main_setskills = 1; // Override AI skills based on their unit type (faction, training etc.; 0 - disabled, 1 - enabled)
asr_ai3_main_joinlast = 2; // Groups left with only this number of units will merge with nearest group of the same faction (set to 0 to disable)
asr_ai3_main_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)
asr_ai3_main_rearm = 40; // Enable basic AI rearming (resupply radius in meters; set to 0 to disable feature)
asr_ai3_main_gunshothearing = 1.1; // Gunshot hearing range coefficient (applied to shooter's weapon sound range; 0 will disable the feature)
/*
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
- 10 is for trained snipers
*/
asr_ai3_main_sets = [ // for each level: skilltype, [<min value>, <random value added to min>]
[ "general",[1.00,0.0], "aiming",[1.00,0.0], "spotting",[1.00,0.0] ], // 0: super-AI (only used for testing)
[ "general",[0.90,0.0], "aiming",[0.15,0.0], "spotting",[0.30,0.0] ], // 1: sf 1
[ "general",[0.85,0.0], "aiming",[0.15,0.0], "spotting",[0.35,0.0] ], // 2: sf 2 (recon units, divers and spotters)
[ "general",[0.80,0.0], "aiming",[0.12,0.0], "spotting",[0.30,0.0] ], // 3: regular 1 (regular army leaders, marksmen)
[ "general",[0.75,0.0], "aiming",[0.10,0.0], "spotting",[0.30,0.0] ], // 4: regular 2 (regulars)
[ "general",[0.70,0.1], "aiming",[0.10,0.0], "spotting",[0.30,0.0] ], // 5: militia or trained insurgents, former regulars (insurgent leaders, marksmen)
[ "general",[0.65,0.1], "aiming",[0.05,0.0], "spotting",[0.25,0.0] ], // 6: some military training (insurgents)
[ "general",[0.60,0.1], "aiming",[0.05,0.0], "spotting",[0.10,0.0] ], // 7: no military training
[ "general",[0.80,0.1], "aiming",[0.10,0.0], "spotting",[0.65,0.0] ], // 8: pilot 1 (regular)
[ "general",[0.75,0.1], "aiming",[0.10,0.0], "spotting",[0.60,0.0] ], // 9: pilot 2 (insurgent)
[ "general",[0.90,0.1], "aiming",[0.15,0.0], "spotting",[0.45,0.0] ] // 10: sniper
];
asr_ai3_main_levels_units = [
[], // 0: super-AI (only used for testing)
[], // 1: sf 1
[], // 2: sf 2 (recon units, divers and spotters)
[], // 3: regular 1 (regular army leaders, marksmen)
[], // 4: regular 2 (regulars)
[], // 5: militia or trained insurgents, former regulars (insurgent leaders, marksmen)
[], // 6: civilians with some military training (insurgents)
[], // 7: civilians without military training
[], // 8: pilot 1 (regular)
[], // 9: pilot 2 (insurgent)
[] // 10: sniper
];
asr_ai3_main_factions = [ // default coefficient for unlisted factions is 1, meaning no change
["BLU_F",1],
["USMC",1],
["BIS_US",1],
["BIS_CZ",1],
["BIS_GER",1],
["BIS_UN",1],
["PMC_BAF",1],
["BIS_BAF",1],
["OPF_F",1],
["RU",1],
["BIS_TK",1],
["INS",1],
["BIS_TK_INS",1],
["IND_F",1],
["CDF",1],
["IND_G_F",1],
["GUE",1],
["BIS_TK_GUE",1]
["rhs_faction_usarmy_wd",1]
["rhs_faction_usarmy_d",1]
["rhs_faction_usmc_wd",1]
["rhs_faction_usmc_d",1]
["rhs_faction_msv",1]
["rhs_faction_vdv",1]
];