

Up-to-date AI tweaks that make small adjustments to the AI such as these. My 2 cents on the matter are that there's a distinct lack of functional, It's simply impossible, especially if you know about the puny possiblities we modders have. You cannot make an AI react the same way as people. I couldn't react that fast, unless I knew an enemy would be coming from that direction. Take the last test of Shadow for example, where he simulated what a player would do in the place of the AI. It all comes down to preference and gut feeling. īoth show videos of the exact same thing and if you keep in mind that Shadow was constantly moving, while brndd was just standing still, you can see that the AI reacted consistent on both tests. Sure you could change these values again, but just look at and. The AIs dispersion is done via the aiDispersionCoefX and aiDispersionCoefY entries, which are not influenced by the fire mode, but are tweaked in ACE AI too. This is because the weapons dispersion is measured relatively to the barrel, so dispersion shouldn't be used to simulate sway. On normal weapons, all weapon modes have the same dispersion. This expected behaviour is broken in vanilla.Īdditionally note that the delay between single shots will decrease linearly with the closeness to the target, which means that AI wil actually fire faster than the weapons ROF if you get really close in vanilla (depends on the weapon ofc.) This mimics full auto mode (expect the ROF is off of what you'd expect)įrom this and memory I can tell that the distance here is below 30 meters.ĭo different fire mode have different accuracy or dispersion? That could explain why the AI has more trouble hitting the player in full vs semi auto.

In this case AI selected full auto mode, because you were so close. What ACE AI does is changing the probability tables so AI will use other modes too. I attribute this to a lack of understanding what the values do (sorry if any of them are reading this). I have no idea why BI keeps making the configs for the AI modes (even for Tanoa weapons), because the way they set up the values, the AI will never use them anyway. Instead of using the distance to target to determine the weighted probability of all available AI fire modes like in Arma 2, it will always select the mode with the highest probability and stick with it untill you leave the minimum or maximum range for that mode (in which case the next mode with the highest "probability" is chosen).ĭue to the way the vanilla modes are set up, no rifle will ever use anything else than the default semi auto mode (the one the player has access to, some modes are AI only). The reason for this is, that the AI curves for selecting a fire mode are bugged in Arma 3.

One difference I can see in the videos is, that the AI with ACE is firing bursts in the full auto mode, while it's rapid firing in semi mode in vanilla.
