-
Notifications
You must be signed in to change notification settings - Fork 1
Singleplayer AI Tuning Guide
This is a practical Arma 2 OA guide for a local singleplayer mission or a small local test scenario. It does not prescribe WASP server settings. Keep one behavior mod in charge of a behavior family, make one change at a time, and test the result with the same difficulty profile and unit loadout.
The wider AI cookbook research cluster is useful for ideas, not authority. The recipes below were retained only where the command shape is OA-era valid and agrees with current mission usage or the OA reference material. In particular, do not substitute Arma 3-only checkVisibility or array-form reveal examples.
An AI that appears to have an instant reaction often acquired the target too quickly; it is not necessarily executing a firing command too quickly. Separate these levers:
| Lever | What it changes | First adjustment |
|---|---|---|
spotDistance |
How well a unit finds/maintains a target at range. | Lower it before lowering weapon accuracy. |
spotTime |
How quickly a unit reacts after seeing/hearing a threat. | Lower it for a slower first response. |
knowsAbout |
Current knowledge of a particular target. | Use it as a threshold, not as a global difficulty knob. |
reveal |
Grants knowledge of one target. | Use only in a small, local, range-bounded assist. |
WASP demonstrates both ends of the scale: town defenders receive bounded per-subskill values in Common/Functions/Common_CreateTownUnits.sqf:181-193, while the deliberately dangerous GUER patrol path sets spotDistance and spotTime to 1 in Common/Functions/Common_RunSidePatrol.sqf:68-82. Those are mission-specific roles, not a recommended SP default.
Use this only for a scripted sentry/spotter that is local to the machine running the code. Run it on a slow cadence such as every 2–5 seconds, not every frame. The short range and nearTargets list keep the loop bounded.
private ["_observer", "_contact"];
_observer = _this select 0;
if (!local _observer || {!alive _observer}) exitWith {};
{
_contact = _x select 0;
if (!isNull _contact && {alive _contact} && {(side _contact) != (side _observer)}) then {
if ((_observer knowsAbout _contact) < 1.5) then {
_observer reveal _contact;
};
};
} forEach (_observer nearTargets 120);This is a deliberately narrow awareness nudge, not an all-seeing sensor. Do not replace 120 with map-wide distance, iterate allUnits, run it per-frame, or use reveal [_target, _accuracy]: that array form is an Arma 3 trap for this OA mission. If the unit still reacts too sharply after this loop is absent, tune spotTime and spotDistance first.
CfgAISkill maps raw subskill input to the effective subskill. A steep curve creates large behavioral differences from small mission or mod values; a flatter curve makes different unit classes feel more consistent. Put a single tested override in a small config addon, load it by itself first, and keep a backup so it can be removed in one step.
Illustrative contrast for a less spiky SP baseline:
// Steep: a small raw-skill difference remains a large effective difference.
class CfgAISkill {
spotDistance[] = {0, 0.15, 1, 1.00};
spotTime[] = {0, 0.15, 1, 1.00};
};
// Flatter: preserve ordering, narrow the effective spotting range.
class CfgAISkill {
spotDistance[] = {0, 0.35, 1, 0.55};
spotTime[] = {0, 0.40, 1, 0.60};
aimingAccuracy[] = {0, 0.04, 1, 0.22};
};The four numbers are two input/output points: { inputLow, outputLow, inputHigh, outputHigh }. The example intentionally leaves aiming steadier than spotting: reducing accuracy does not solve premature detection, while reducing spotting alone can make AI feel blind. Test one curve at a time with a fixed squad and terrain; keep setSkill role overrides small because they still feed through the config curve.
The OA skill command lists spotDistance, spotTime, aimingAccuracy, aimingSpeed, courage, commanding and related subskills. The official CfgAISkill description explains the interpolation behavior; treat its Arma 3 presentation as syntax background only, then validate the result in OA before distributing it. skill command reference | CfgAISkill reference
For a breach or room-clearing set piece, scripting can temporarily prevent the normal danger FSM from pulling a unit away from the intended sequence. Keep the scope short, make the group aggressive, move one unit through real building positions, then restore normal control.
private ["_group", "_house", "_unit", "_pos", "_i"];
_group = _this select 0;
_house = _this select 1;
_group setCombatMode "RED";
_group allowFleeing 0;
{
_x disableAI "FSM";
_x forceSpeed 2;
} forEach units _group;
_i = 0;
{
_unit = _x;
_pos = _house buildingPos _i;
if (count _pos > 0) then {
_unit doMove _pos;
waitUntil {sleep 0.25; !alive _unit || {_unit distance _pos < 3}};
};
_i = _i + 1;
} forEach units _group;
{
_x forceSpeed -1;
_x enableAI "FSM";
} forEach units _group;Use a timeout around each waitUntil in production content, and abort/restore if the group or building is deleted. allowFleeing 0 disables fleeing for an AI-led group; it does not make human-led players obey it. forceSpeed is deliberately reset to -1, and the FSM is re-enabled even on an abort path. This recipe sequences positions; it does not guarantee that every building model has usable positions or that the AI will clear rooms intelligently.
Stacking behavior mods can register overlapping event handlers, each with its own timing and locality assumptions. More handlers do not make the AI smarter; they make duplicate work, races and RPT diagnosis harder. Pick one primary behavior/skill mod, retain only a small compatibility patch with a named failure, and remove the rest before deciding that the mission is at fault.
The worked WASP example is PR #798, now merged: ASR AI's fired handler slept before its reveal pass. If its shooter died and the mission garbage-collected the corpse during that sleep, the mod later reached reveal [_shooter, _k] with a stale shooter. The earlier entry-only guard could not catch a post-sleep race. Common/Functions/Common_AsrFiredGuard.sqf:24-150 instead replaces the handler once per machine, re-checks after the sleep, restores the mod's re-entrancy state and no-ops when ASR is absent. It is a specific compatibility patch, not a reason to layer ASR, Zeus, full SLX and another skill-config addon together.
For an SP mod mix:
- Reproduce with the base mission and no AI mod.
- Add one primary AI mod and record the first error window.
- Add only a narrowly scoped patch with a named source/error match.
- Do not add a second mod that owns the same skills, danger FSM or group tasking.
See AI mods and pathfinding reference for the same single-owner rule in the commander/HC context.
Larger squads reduce group/FSM/waypoint overhead and are easier to control, but can look clumsy indoors and concentrate casualties. Smaller squads manoeuvre and clear better, but multiply leaders, pathfinding and scheduled work. For SP, begin with 6–8 infantry per active group, use a second group only when it has a distinct job, and reduce active groups before adding another AI overhaul.
WASP's AI commander material is useful when the question becomes command-scale rather than a local SP encounter: AI headless and performance, Commander-team driver, and AI commander execution loop. Those pages cover locality, group ownership and long-running commander behavior; do not copy their large-scale defaults blindly into a singleplayer mission.
- Fix difficulty/profile settings, load order, map, squad count and weather.
- Test spotting without a reveal loop; then add the bounded loop alone.
- Test one CfgAISkill curve with no other skill mod active.
- Test the CQB recipe in three representative buildings and confirm the restore path after a casualty.
- Read the RPT from the test window; solve the first reproducible error before adding another mod.
Main map: Home | AI route: AI/headless/performance | OA command safety: Arma 2 OA agent traps
Home | Agent Guide | Current live state | Release 1.2.2 (B91) | Quickstart | Progress | Lifecycle wait-chain | Join/disconnect | Parameters/build | Assets/config | SQF atlas | PV index | Modules | Support/specials | Commander/HQ | Commander vote/reassign | Construction/CoIn | Construction cleanup | WDDM compositions | Factory/purchase | Upgrades/research | Towns/camps/capture | Victory/endgame | Markers/cleanup | Server runtime | AI runtime/HC | SP AI tuning | AI commander audit | HC delegation | Town AI safety | Commander reassignment | Resistance supply | Player UI workflow | UI atlas | Respawn/death | Gear template filter | Vehicle cargo loop | Service guards | UI IDD repair | UI design inspiration | WASP overlay | Feature status | Source propagation | release readiness | Tooling readiness | Integration trust | AntiStack DB | Owner decisions | Shelved registry | Abandoned feature revival | Hardening roadmap | PVF dispatch | Server authority | ICBM authority | Attack-wave authority | Telemetry families | AICOM V2 cutover | Consumer port map | Testing workflow | Server ops | Web tools | Ecosystem repos | Arma 2 OA refs | A2 traps | OA compatibility audit | Coverage ledger | Navigation inventory | Pruning ledger | Knowledge roadmap | Agent context | Collab protocol | Worklog | Audit archive 2026-07 | Briefing reference | Utes invasion concept
- Shelved AICOM concepts - revivable someday ideas (owner-shelved 2026-07-03)
Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
- Agent context
- Agent collaboration protocol
- Agent worklog
- Agent worklog archive
- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
- Coordination board
- Codebase coverage ledger
- Bottleneck removal queue
- Current source status
- Wiki mirror reconciliation
- Navigation inventory
- Registers
- Agent orchestration
- Architecture
- Architecture overview
- Mission entrypoints and lifecycle
- Lifecycle wait chain
- Player join/disconnect and AntiStack lifecycle
- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
- Source inventory
- Content structure and maps
- Assets/config/localization/parameters
- Mission start parameters index
- Code and networking
- Gameplay systems
- Content, reference and catalogs
- Faction unit/vehicle roster catalog
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- Upgrade research (cross-faction)
- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
- AI squad team templates catalog
- Town AI lifecycle reference
- Town AI group composition catalog
- Class-skill system reference
- Player skill abilities reference
- Default gear template content catalog
- Chernarus map content reference
- Takistan map content reference
- Takistan features
- Takistan parity reference
- Takistan oilfields objective reference
- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
- Kill and score pipeline
- Waypoint helper function reference
- Position and proximity function reference
- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
- Supply missions (player guide)
- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
- Faction base structures catalog
- Counter-battery radar system
- Bank, Reserve and Artillery Radar structures
- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- AICOM logging & AICOMSTAT telemetry
- AICOMSTAT v2 event census
- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
- Client input/hotkey handler
- WASP base-repair system
- WASP DropRPG launcher/ordnance
- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
- Airfield-exclusive roster & unit hints
- Unit-camera spectator system
- Town-garrison patrol/defense worker
- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
- LoadoutManager build configs & defines
- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Singleplayer AI tuning guide
- Headless client scaling and topology
- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
- Commander vote/reassignment
- Attack-wave authority
- Server runtime and operations
- Server ops runbook
- JIP enrollment & client data delivery (b74.2 lessons)
- Server gameplay runtime atlas
- PerformanceAuditAnalyzer
- Performance opportunity sweep
- Documentation plan
- Knowledge platform roadmap
- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- Developer history and upstream lessons
- Upstream Miksuu commit intel
- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index