diff --git a/f/setAISkill/f_setAISkill.sqf b/f/setAISkill/f_setAISkill.sqf index d7ac1d38..3100be14 100644 --- a/f/setAISkill/f_setAISkill.sqf +++ b/f/setAISkill/f_setAISkill.sqf @@ -25,23 +25,23 @@ private ["_units","_superSkill","_highSkill","_mediumSkill","_lowSkill"]; // These values define the total skill level as set by the parameter _superSkill = 1.00; -_highSkill = 0.7; -_mediumSkill = 0.6; -_lowSkill = 0.5; +_highSkill = 0.75; +_mediumSkill = 0.5; +_lowSkill = 0.25; // This are the minimal skills a soldier set to _superSkill would have. For all other skill levels the values are rounded using the numbers above. // These are recommended levels to avoid "laser" AI snipers. Change them accordingly if you are finding the AI to be too inaccurate or are using AI mods. f_var_skillSet = [ - 0.55, // aimingAccuracy - 0.6, // aimingShake + 0.4, // aimingAccuracy + 0.4, // aimingShake 0.6, // aimingSpeed 0.7, // spotDistance 0.7, // spotTime - 1.2, // courage - 2, // reloadSpeed + 1.5, // courage + 1.5, // reloadSpeed 2, // commanding - 1.2 // general + 1.5 // general ]; // The final skill will within +/- this range diff --git a/f/setAISkill/fn_setAISkill.sqf b/f/setAISkill/fn_setAISkill.sqf index dbbbf474..cb3ef8e9 100644 --- a/f/setAISkill/fn_setAISkill.sqf +++ b/f/setAISkill/fn_setAISkill.sqf @@ -57,6 +57,7 @@ if (typename _skillset == typename 0) then { _skillArray = []; for '_x' from 0 to 8 do { _skilllevel = (f_var_skillSet select _x) * _skill; + if (_skill < 0.1) then {_skill = 0.1}; _skillArray pushBack (_skilllevel + random f_var_skillRandom - random f_var_skillRandom); }; };