安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题











How? There is nothing like that in the addons settings. How to disable subskills module?
The subskill values are lowered depending on the *position of AI units* relative to *the amount of foliage* around *them*. So basically, if a player is in a forest but the AI is not, the *AI skills are not lowered*. The severity of reduction can be affected by lowering the maximum terrain count slider. AFAIK, the mod only counts bigger bushes and trees for this..
Then, the "detect" module has *no effect under 300 meters*. It's instead meant to give the AI detection range over those default arma values with KnowsAbout probability checks based on player posture, AI posture, weather and daylight. So messing around in the detect menu has no effect on the subskill part of the mod, or the possibility of being detected under ~300m.
This mod doesn't do anything else for AI functionality; that's all on Arma or other AI mods.
After that, this mod allow to set accuracy AI on several situations: under suppression , in the forest /foliage.
The "boost module" increase the AI precision , if you shoot from the same corner too long.
And the "detect module" allow the AI to detect you from far, than vanilla.
The key is testing, good luck!
I spend a lot of hours, testing ai reaction / accuracy, before to find a good balance, to play.
(testing with vanilla presentation "infantry", and battle as spectator in editor, between 4 groups (2 NATO/2 CSAT)