CraftClass P4: AI Settings
[CraftClass]
If this is true, when this unit is shot while engaging it's Target, and enters mode STRAFE to
evade, it switches it's Target to the object that shot it.
If true, exits SLIDE state as soon as it think it can hit it's Target.
If this is true, AbleToHit calculation accounts for current heading and fire cone
angles.
Note: Might not work very well on objects with Turrets.
Same as MustBeLinedUpToHit but only applies to ArtillaryProcess AI. Defaults to true for
Class: Artillary.
Target Location for where the AI aims at it's target. Valid values: -1 = default, 0 = center,
1 = high, 2 = low, 3 = left, 4 = right
If false, Goto task given to Groups will not use Leader/Follower behavior, and all units in
the Group will make their own individual paths.
If true, WingmanProcess AI will attacks Mines.
If true, Non WingmanProcess AI will attack Mines.
If this is >= 0, controls what weaponMask is used vs non isAssault objects.
If this is >= 0, controls what weaponMask is used vs isAssault objects.
This is how far it will search for Targets while sitting idle. Max is the craft's
rangeScan.
If this is true, GetClosestEnemyWithin() AI function considers objects behind them, else it
only considers things in front of them.
If this is true, GunTowerProcess will re-target if it can't hit it's current Target.
If false, won't perform a CanHit check before trying to fire a Weapon at it's Target. If true,
will skip over weapons that can't hit.
If true, AI ignores things flagged as Destroyed.
If this is true, AI will ignore an Enemy's PercievedTeam setting.
If true, AIP, MorphTank switching, and MortarBikeProcess code that compares ammoRatio takes
all the weapon's LocalAmmo into account.
If AirCraftFriend/Enemy AI is in use, and this is true, if it is Undeployed when ordered to
Attack, it will Deploy to takeoff.
If this is true, AI units on a Player's Team will keep attacking it's current Target.
If this is true, AI units on a non Player Team will keep attacking it's current
Target.
If this is true, units on a Player's Team that are shot while en-route to their Attack target,
will switch to Target their object that shot them.
If this is true, units on an AI's Team that are shot while en-route to their Attack target,
will switch to Target their object that shot them.
If true, Attack orders given to Groups will use Leader/Follower behavior. If false, units will
path individually.
If true, will fire even if a Friendly unit is in the line of fire.
If true, when WAIT task times out or the unit is hit by enemy fire, it does a CanHit check
before switching to ATTACK. Default is true for Class: TrackedVehicle and TurretTank.
If this is true, skips terrain and obstacle avoidance in Pathing when in BLAST state.
If true, skips DoSit when it thinks it can hit it's Target. Also skips updating Avoid/Wait,
and the Stop request when a ServiceTruck wants to service something.
If true, most AI Processes ignore wepaonMask and use their SelectedWeapon. If false, uses
weaponMask instead. SelectWeapon uses AIWeaponMaskVsComat/AIWeaponMaskVsAssault and chooses Assault
weapons vs Targets with isAssault.
If true, units in SIT state (idle) will automatically move to engage an Enemy within
engageRange.
If this is true, the unit will switch to ATTACK state if it is shot from out side it's
engageRange.
Note: Default is true for Class: HoverCraft.
If this is false, 1.2 patch's Aim code, which uses the Aim12* skill settings below.
Note: These settings all have 4 settings, one for each Skill level: 0 - 3. Defaults are listed in that order.
If Use13Aim is true, how much Craft AimAt can change the pitch and steering values per
simulation turn (0.0 is none, 1.0 is full).
The minimum time that WingmanProcess wants to stay in the STRAFE state.
The maximum Random time added to StrafeTimeBase#.
Only used if Use13Aim is false. How much Craft AimAt can change the steering value per
simulation turn (0.0 is none, 1.0 is full).
Only used if Use13Aim is false. How much HoverCraft AimAt can change the steering value per
simulation turn (0.0 is none, 1.0 is full)
Only used if Use13Aim is false. How much AssaultTank AimAt can change the turret steering
value per simulation turn (0.0 is none, 1.0 is full)
Only used if Use13Aim is false. How much to subtract from the Cannon GetLeadPosition leading
time when aiming.
How long AttackTask will remain in the STAND state before timing out and proceeding to the
FLEE state to move to a new location.
How long AttackTask will remain in the FLEE state before timing out and proceeding to the
STRAFE or BLAST state.
If true, AttackTask switches to STRAFE, else switches to BLAST states.
How long AttackTask will remain in the STRAFE state before timing out and proceeding to the
"flee" state to move to a new location.
How much random Evasion force UnitTask applies (0 = none, 40 = comparable to maximum object or
cliff avoidance).
how much line-of-sight Evasion force UnitTask applies (0 = none, 40 = comparable to maximum
object or cliff avoidance).
how much ordnance Evasion force UnitTask applies (0 = none, 40 = comparable to maximum object
or cliff avoidance).
Low-pass filtering constant for Evasion controls (0 disabling the feature entirely and higher
values having tighter control).
RetargetOnStrafe = false
EndSlideWhenCanHit = true
MustBeLinedUpToHit = false
Note: Might not work very well on objects with Turrets.
MustBeLinedUpToFire = false
AITargetLocation = -1
GotoTaskHasLeader = true
WingmanProcessAttackMines = true
NonWingmanProcessAttackMines = false
AIWeaponMaskVsCombat = -1
AIWeaponMaskVsAssault = -1
SitTaskEnemySearchDist = 0.0f
ClosestEnemyGoodEyes = false
GunTowerProcessCheckCantHit = true
DoWeaponCanHitCheck = true
IgnoreDestroyedTargets = true
IgnorePerceivedTeam = false
ScanLocalAmmo = false
AircraftAttackMustDeploy = false
OffensiveProcessIsTenacious = true
OffensiveProcessIsTenaciousAITeam = false
OffensiveProcessIsDistractable = false
OffensiveProcessIsDistractableAITeam = true
AttackTaskUsesGroups = true
FireWhenCanHitFriends = false
SitAttackCheckAbleToHit = false
DoBlastUsesFields = false
SkipSitIfCanHit = true
UseSelectWeapon = true
SitAttackAllowIndependence = false
SitAttackAllowCounterattack = false
Note: Default is true for Class: HoverCraft.
Use13Aim = true
AII Skill Settings
Note: These settings all have 4 settings, one for each Skill level: 0 - 3. Defaults are listed in that order.
filterFactor0 ... filterFactor3 = 0.4, 0.6, 0.8, 1.0
StrafeTimeBase0 ... StrafeTimeBase3 = 0.5, 1.0, 3.0, 5.0
StrafeTimeRandom0 ... StrafeTimeRandom3 = 0.5, 1.0, 1.5, 2.0
Aim12Delay0 ... Aim12Delay3 = 0.1, 0.06, 0.2, 0.3
HoverAim12Delay0 ... HoverAim12Delay3 = 0.5, 0.2, 0.666
AssaultAim12Delay0 ... AssaultAim12Delay3 = 0.7, 0.7, 0.7, 0.7
Aim12CannonError0 ... Aim12CannonError3 = 0.75, 0.5, 0.2, 0.0
AttackTaskAttackTimeout0 ... AttackTaskAttackTimeout3 = 8.0, 12.0, 16.0, 20.0
AttackTaskFleeTimeout0 ... AttackTaskFleeTimeout3 = 50.0, 40.0, 30.0, 20.0
AttackTaskStrafeAfterFlee0 ... AttackTaskStrafeAfterFlee3 = false, false,
false, true
AttackTaskStrafeToFleeTimeout0 ... AttackTaskStrafeToFleeTimeout3 = 0.0, 25.0,
50.0, 75.0
evadeRandomFactor0 ... evadeRandomFactor3 = 0.0, 5.0, 10.0 15.0
evadeSightFactor0 ... evadeSightFactor3 = 0.0, 10.0, 20.0, 20.0
evadeOrdnanceFactor0 ... evadeOrdnanceFactor3 = 0.0, 0.0, 0.0, 20.0
evadeFilterFactor0 ... evadeFilterFactor3 = 0.0, 3.0, 4.0, 5.0