msportdan 10 Posted January 31, 2014 (edited) EDIT after some playing I got a pretty good range setting now the team do not spot enemies from unreal distances, and they are more now with your actual vision on the screen. had some great fighting with ai in Harvest red.. /* Units are classified into skill sets between 1 and 10 By default, a lower level number means a better skilled unit Levels 8-10 are special: - 8-9 are for pilots, very good by default, but some of their skills are now automatically reduced when they leave the aircraft (accuracy, courage) - 10 is for trained snipers */ class sets { // only classes of arrays under this class level_0 { // perfect (only used for testing) aimingAccuracy[] = {1.00, 0.00}; aimingShake[] = {1.00, 0.00}; aimingSpeed[] = {1.00, 0.00}; spotDistance[] = {1.00, 0.00}; spotTime[] = {1.00, 0.00}; endurance[] = {1.00, 0.00}; courage[] = {1.00, 0.00}; reloadSpeed[] = {1.00, 0.00}; commanding[] = {1.00, 0.00}; general[] = {1.00, 0.00}; units[] = { // add class names to this to override their default (or inherited) skill set }; }; class level_1 { // sf 1 aimingAccuracy[] = {0.35, 0.10}; // skilltype = {<min value>, <random value added to min>}; aimingShake[] = {0.35, 0.10}; aimingSpeed[] = {0.80, 0.20}; spotDistance[] = {0.30, 0.05}; spotTime[] = {0.40, 0.20}; endurance[] = {0.80, 0.20}; courage[] = {0.80, 0.20}; reloadSpeed[] = {0.80, 0.20}; commanding[] = {0.80, 0.20}; general[] = {0.80, 0.20}; units[] = { "sf_18d","sf_18c","sf_18z","sf_18b","sf_18e","sf_18a" }; }; class level_2 { // sf 2 aimingAccuracy[] = {0.30, 0.10}; aimingShake[] = {0.30, 0.10}; aimingSpeed[] = {0.75, 0.20}; spotDistance[] = {0.25, 0.05}; spotTime[] = {0.35, 0.20}; endurance[] = {0.70, 0.20}; courage[] = {0.70, 0.20}; reloadSpeed[] = {0.70, 0.20}; commanding[] = {0.70, 0.20}; general[] = {0.70, 0.20}; units[] = { "ibr_mutant","ibr_venator_assaulter","ibr_venator_assaulter2","ibr_venator_assaulter3" }; }; class level_3 { // regular 1 aimingAccuracy[] = {0.25, 0.10}; aimingShake[] = {0.25, 0.10}; aimingSpeed[] = {0.70, 0.20}; spotDistance[] = {0.20, 0.05}; spotTime[] = {0.30, 0.20}; endurance[] = {0.60, 0.20}; courage[] = {0.60, 0.20}; reloadSpeed[] = {0.60, 0.20}; commanding[] = {0.60, 0.20}; general[] = {0.60, 0.20}; units[] = { "bink_usmc_tl","bink_usmc_sl","bink_usmc_dmr","bink_usmc_scout","bink_usmc_scout_l","bink_usmc_tl_des","bink_usmc_sl_des","bink_usmc_dmr_des", "bink_usmc_scout_des","bink_usmc_scout_l_des","rb_teamleader","ibr_venator_leader" }; }; class level_4 { // regular 2 aimingAccuracy[] = {0.20, 0.10}; aimingShake[] = {0.20, 0.10}; aimingSpeed[] = {0.65, 0.20}; spotDistance[] = {0.15, 0.05}; spotTime[] = {0.25, 0.20}; endurance[] = {0.50, 0.20}; courage[] = {0.50, 0.20}; reloadSpeed[] = {0.50, 0.20}; commanding[] = {0.50, 0.20}; general[] = {0.50, 0.20}; units[] = { "ibr_bodyguard" }; }; class level_5 { // militia or trained insurgents, former regulars aimingAccuracy[] = {0.15, 0.10}; aimingShake[] = {0.15, 0.10}; aimingSpeed[] = {0.60, 0.20}; spotDistance[] = {0.35, 0.05}; spotTime[] = {0.20, 0.20}; endurance[] = {0.40, 0.20}; courage[] = {0.40, 0.20}; reloadSpeed[] = {0.40, 0.20}; commanding[] = {0.40, 0.20}; general[] = {0.40, 0.20}; units[] = { "ibr_arl_officer","ibr_arl_sniper","ibr_arl_sab","ibr_arl_roberto","ibr_arl_marksman" }; }; class level_6 { // civilians with some military training aimingAccuracy[] = {0.10, 0.10}; aimingShake[] = {0.10, 0.10}; aimingSpeed[] = {0.55, 0.20}; spotDistance[] = {0.05, 0.05}; spotTime[] = {0.15, 0.20}; endurance[] = {0.30, 0.20}; courage[] = {0.30, 0.20}; reloadSpeed[] = {0.30, 0.20}; commanding[] = {0.30, 0.20}; general[] = {0.30, 0.20}; units[] = { "ibr_rebel11","ibr_rebel22","ibr_rebel33","ibr_rebel44","ibr_rebel55","ibr_rebel66","ibr_rebel77","ibr_rebel83","ibr_rebel95","ibr_rebel102", "ibr_rebel111","ibr_rebel125","ibr_rebel132","ibr_rebel145","ibr_rebel151","ibr_rebel162","ibr_rebel173","ibr_rebel184","ibr_rebel195", "ibr_rebel206","ibr_rebel217", "ibr_arl_rif","ibr_arl_rif2","ibr_arl_mg","ibr_arl_ar","ibr_arl_at","ibr_arl_aa","ibr_arl_crew","ibr_arl_medic", "ibr_drg_man1","ibr_drg_man2","ibr_drg_man3","ibr_drg_man4","ibr_drg_man5","ibr_drg_man6","ibr_drg_man7" }; }; class level_7 { // civilians without military training aimingAccuracy[] = {0.10, 0.10}; aimingShake[] = {0.10, 0.10}; aimingSpeed[] = {0.50, 0.20}; spotDistance[] = {0.00, 0.05}; spotTime[] = {0.10, 0.20}; endurance[] = {0.20, 0.20}; courage[] = {0.20, 0.20}; reloadSpeed[] = {0.20, 0.20}; commanding[] = {0.20, 0.20}; general[] = {0.20, 0.20}; units[] = { "ibr_arl_stoner1","ibr_arl_stoner2","ibr_arl_stoner3","ibr_arl_stoner4","ibr_arl_stoner5","ibr_arl_stoner6","ibr_arl_stoner7" }; }; class level_8 { // pilot 1 aimingAccuracy[] = {0.25, 0.10}; aimingShake[] = {0.25, 0.10}; aimingSpeed[] = {0.65, 0.20}; spotDistance[] = {0.30, 0.05}; spotTime[] = {0.40, 0.20}; endurance[] = {0.60, 0.20}; courage[] = {0.60, 0.20}; reloadSpeed[] = {0.60, 0.20}; commanding[] = {0.60, 0.20}; general[] = {0.60, 0.20}; units[] = { "ibr_arl_eric" }; }; class level_9 { // pilot 2 aimingAccuracy[] = {0.20, 0.10}; aimingShake[] = {0.20, 0.10}; aimingSpeed[] = {0.60, 0.20}; spotDistance[] = {0.25, 0.05}; spotTime[] = {0.35, 0.20}; endurance[] = {0.50, 0.20}; courage[] = {0.50, 0.20}; reloadSpeed[] = {0.50, 0.20}; commanding[] = {0.50, 0.20}; general[] = {0.50, 0.20}; units[] = { "ibr_arl_pilot","ibr_drg_pilot" }; }; class level_10 { // sniper aimingAccuracy[] = {0.80, 0.10}; aimingShake[] = {0.90, 0.10}; aimingSpeed[] = {0.70, 0.20}; spotDistance[] = {0.55, 0.05}; spotTime[] = {0.75, 0.20}; endurance[] = {0.70, 0.20}; courage[] = {0.70, 0.20}; reloadSpeed[] = {0.70, 0.20}; commanding[] = {0.70, 0.20}; general[] = {0.70, 0.20}; units[] = { }; }; };//sets Edited January 31, 2014 by msportdan Share this post Link to post Share on other sites
Robalo 465 Posted January 31, 2014 I wonder if the restrictions for rearming launchers is supposed to affect the player/s as well?As long as ASR_AI is loaded, players can't pick up launchers that aren't mentioned in the list in the asr_ai_settings.hpp, no matter if airearming is active or not. I want to use ASR_AI, but that function is quite bothering me. Putting every single launcher that ever was or will be in the game in the list in the asr_ai_settings.hpp can't be the solution to this problem, I hope... No, that's absurd. There's nothing in there preventing players to pick up weapons. The list is simply telling the AI which items are ok to grab on their own. ---------- Post added at 00:50 ---------- Previous post was at 00:49 ---------- Will this mod replace the default AI? I only need to activate the mod and the new AI will work automatically? Yes, simply install, activate, play. ---------- Post added at 00:52 ---------- Previous post was at 00:50 ---------- @Rabalo - thanks for your mod , to which I have yet to become familiar with, still testing !! - 1Q = when loading the game I get the following message in the side channel "warning ASR_AI userconfig outdated" I have thelatest version for A3 do I something wrong ?? - thanks BR Spoor Sounds like your asr_ai3_settings.hpp file got corrupted somehow, reinstall the original. ---------- Post added at 00:54 ---------- Previous post was at 00:52 ---------- if i were to run this with COSLX, is it best to delete all AI files in the SLX mod folder first so get no clashing between ai files? Yes they're conflicting, although you can probably mix parts of them, I can't tell you which exactly. ---------- Post added at 00:56 ---------- Previous post was at 00:54 ---------- Which version do you use, its little confusing here and the file from first page seems to be outdated The links in first page have the latest version. You may also want to install the asr_ai-1.16.2-update.zip available on dev-heaven since 07/29/2013. ---------- Post added at 00:57 ---------- Previous post was at 00:56 ---------- Me too.Also, I'm having the situation where enemies from other areas of the map are converging on my location. So, I get one massive fire-fight, then when all enemy is dead, I go to the other Objectives, there are no enemies, because I killed them all out of synch and time. How can I fix this? I don't know what to do in the Configs to adjust that behavior or what file to take out. Some one please help me? You are confusing my mod with another one, perhaps GL4 ? Share this post Link to post Share on other sites
Belbo 462 Posted January 31, 2014 No, that's absurd. There's nothing in there preventing players to pick up weapons. The list is simply telling the AI which items are ok to grab on their own. Then maybe it's a collision with another mod, but still: If ASR_AI is active, there's a restriction for players to only be able to pick up the listed launchers and if ASR_AI is not active, there isn't. Unfortunately I can't tell you, which mods may be causing this, but ASR_AI is the factor that changed it, as absurd as it may seem. Share this post Link to post Share on other sites
seba1976 98 Posted February 1, 2014 You may also want to install the asr_ai-1.16.2-update.zip available on dev-heaven since 07/29/2013. Sweet. Changelog? Share this post Link to post Share on other sites
domokun 515 Posted February 1, 2014 From the readme: 1.16 | 12 AUG 2012 Added ACR DLC support 1.16 beta2 | 26 JUL 2012 Requires v1.62 Shortened max MG engagement range (800m instead of 1k, for mission compatibility) Soldiers less audible Faster aiming overall Rearming compatible with the latest ACE medical module changes AI no longer grabbing LD Combat mode no longer forced for player-led groups. Pre-danger mode restored when it's clear. Auto-enabling weapon lights in combat for AI groups New basic scripted reaction to danger: support (2 waypoints: 1 - support a near group that is taking casualties then 2 - SAD). This will be disabled by default in the final release, but enabled now to testing. Again, reactions are only for groups which have no waypoints or have completed all of them. Gimps left behind try to crawl to the nearest medic. Attempt to stop machinegunners until they finish their bursts (so far it seems improved but not completely fixed). Only AR, MG or SF soldiers get the reduced recoil bonus (was all units). AI no longer allowed to take command of joined groups (limiting potential issues). Lots of other minor code tweaks. Note: userconfig version bumped again. 1.16 beta1 | 18 JUL 2012 Improvements: Rearming - fixed missing rearming options in the comms menu for the player. - fixed errors in sys_aiskill when rearming was disabled. - MP checks: rearming runs only on units where the mod is installed. - fixed unit getting missing primary weapon or ammo in combat mode. - updated taking medical items for latest ACE wounding changes. Skills - MP checks: all units get the skills set by the server, including those belonging to players not running the mod. - fixed night spotting skills not applied properly for spawned units. - added a global variable "asr_ai_sys_aiskill_initialized" which changes from false to true after the first iteration (can use it to test if all units got their custom skills set at the start of the mission). - added default skills for I44 mod units. Gunshot hearing - range can vary for a weapon based on type of ammo. - default range extended. - detects JSRS sound mod and auto-adjusts for proper sound range as well. - feature disabled for subsonic ammo fired with suppressors and for GLs. - feature now applied for vehicle shooters (was foot soldiers only). Others - added a basic, customized danger.fsm which takes care of group to group info sharing and some reactions for AI without waypoints. - AI react to incoming fire and enemy detection: switch to combat mode, try to move to near cover, may use empty static and vehicle weapons or simply attack. - the surrendering module from BIS is auto-activated (has userconfig option). - compatibility fixes for TPWC AI suppression system, Warfare games (BIS and Benny editions), DAC and MSO gtk caching module. - houses are only searched once. Some positions may be randomly skipped also. - aiming speed increased for all units. - added faction skill coefficient in userconfig; note: version bumped, update it! - many code fixes and performance tweaks. Share this post Link to post Share on other sites
araripe 10 Posted February 1, 2014 No, that's absurd. There's nothing in there preventing players to pick up weapons. The list is simply telling the AI which items are ok to grab on their own.---------- Post added at 00:50 ---------- Previous post was at 00:49 ---------- Yes, simply install, activate, play. ---------- Post added at 00:52 ---------- Previous post was at 00:50 ---------- Sounds like your asr_ai3_settings.hpp file got corrupted somehow, reinstall the original. ---------- Post added at 00:54 ---------- Previous post was at 00:52 ---------- Yes they're conflicting, although you can probably mix parts of them, I can't tell you which exactly. ---------- Post added at 00:56 ---------- Previous post was at 00:54 ---------- The links in first page have the latest version. You may also want to install the asr_ai-1.16.2-update.zip available on dev-heaven since 07/29/2013. ---------- Post added at 00:57 ---------- Previous post was at 00:56 ---------- You are confusing my mod with another one, perhaps GL4 ? And is it working okay with the game campaign? Share this post Link to post Share on other sites
seba1976 98 Posted February 1, 2014 From the readme:...... I meant for the 1.6.2-update, 2013, file that Robalo suggested. I had overlooked that file somehow, and it has no readme in it. By the way you posted the changelog from 1.6, you may be missing 1.6.1 buddy. Share this post Link to post Share on other sites
Robalo 465 Posted February 2, 2014 I meant for the 1.6.2-update, 2013, file that Robalo suggested. I had overlooked that file somehow, and it has no readme in it. By the way you posted the changelog from 1.6, you may be missing 1.6.1 buddy. That update simply fixed an error which you reported. You made me look: http://forums.bistudio.com/showthread.php?107526-ASR-AI-Skills&p=2452709&viewfull=1#post2452709 :) Share this post Link to post Share on other sites
m0nkey 111 Posted February 3, 2014 (edited) I've seen a few mentions of confusion with this mod and A3. I understand why. First, this is in the A2 section, so one assumes its also dealing with A3 just not derailing the topic with a different thread? I searched and did not see one. Second, I just downloaded the latest version from armaholic. Its noted as being version 13081701 and its saying created/uploaded on 2014-01-02 10:15. At the bottom it says Changelog: v102501 - first Arma 3 release The file you download is named asr_addons_13081701.zip. This thread states it is up to date and that dev-heaven is the source to get it. The files there stop at asr_ai3_102501. Also noted is to use asr_ai-1.16.2-update. The latest (13081701), when unzipped, has two addon directories - @ASR_A3 and @ASR_AI. Setting the userconfig directory up is easy, and putting both @ directories in startup command is easy. But I am confused as to which version is which here, and I don't see @ASR_AI3 in the latest version, which I presume is 13081701. Or, does armaholic have a wrong version. Or just what do you have to do with version 13081701 to get it working? BTW, I do have a bunch of logs in my .rpt for ASR so I presume it is working? Or is 13081701 an update too and I still need a root @ASR_AI3 directory? EDIT: if you go back to july 2013 you see this post 1726 which talks about the AI vs A3 directories. But the date at armaholic said it was uploaded jan 2, 2014. So, I will try that, but what version is correct? I seen mention of version 13081701 on post 1710 of this thread as well, dated in july as well... Edited February 3, 2014 by m0nkey Share this post Link to post Share on other sites
Guest Posted February 3, 2014 The Armaholic file is the same version as hosted on Robalo's website: http://arma-sr.bzbit.com/ So, it should be the latest available. Unless his own website is not up to date :) Share this post Link to post Share on other sites
m0nkey 111 Posted February 3, 2014 Hmm. There it shows 13081701 as being current on Aug 17 and then the last being Aug 25. Confused as to why on armaholic there is a recent date as of Jan 2014. No matter I guess, if 13081701 is the latest then I've got it. The versions are a bit confusing though to be honest. Maybe its from having it on A2 and A3. Thanks! Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted February 3, 2014 Hmm. There it shows 13081701 as being current on Aug 17 and then the last being Aug 25. Confused as to why on armaholic there is a recent date as of Jan 2014. No matter I guess, if 13081701 is the latest then I've got it. The versions are a bit confusing though to be honest. Maybe its from having it on A2 and A3.Thanks! I´ve got the same Problem last week, was also confused ^^ That´s what the Author has written to me: The links in first page have the latest version. You may also want to install the asr_ai-1.16.2-update.zip available on dev-heaven since 07/29/2013. Share this post Link to post Share on other sites
Robalo 465 Posted February 3, 2014 I've seen a few mentions of confusion with this mod and A3. I understand why.First, this is in the A2 section, so one assumes its also dealing with A3 just not derailing the topic with a different thread? I searched and did not see one. Second, I just downloaded the latest version from armaholic. Its noted as being version 13081701 and its saying created/uploaded on 2014-01-02 10:15. At the bottom it says Changelog: v102501 - first Arma 3 release The file you download is named asr_addons_13081701.zip. This thread states it is up to date and that dev-heaven is the source to get it. The files there stop at asr_ai3_102501. Also noted is to use asr_ai-1.16.2-update. The latest (13081701), when unzipped, has two addon directories - @ASR_A3 and @ASR_AI. Setting the userconfig directory up is easy, and putting both @ directories in startup command is easy. But I am confused as to which version is which here, and I don't see @ASR_AI3 in the latest version, which I presume is 13081701. Or, does armaholic have a wrong version. Or just what do you have to do with version 13081701 to get it working? BTW, I do have a bunch of logs in my .rpt for ASR so I presume it is working? Or is 13081701 an update too and I still need a root @ASR_AI3 directory? EDIT: if you go back to july 2013 you see this post 1726 which talks about the AI vs A3 directories. But the date at armaholic said it was uploaded jan 2, 2014. So, I will try that, but what version is correct? I seen mention of version 13081701 on post 1710 of this thread as well, dated in july as well... The thread is for A2. To the person who did not mention any version I replied with A2 info. Yeah there are talks about the A3 version too, but that was never "officially" released (perhaps it will be, one day, perhaps not). As I have written more than once, the latest A3 version is on my custom SU/PWS repo and whatever zip file you may find, it's way obsolete. Share this post Link to post Share on other sites
m0nkey 111 Posted February 4, 2014 (edited) Roger that. Thanks for the clarification! EDIT: Ah! Finally figured out what is going on here ;) Now it makes sense lol. Thanks for the tool, it works a treat so far anyway. Edited February 4, 2014 by m0nkey Share this post Link to post Share on other sites
seba1976 98 Posted February 7, 2014 That update simply fixed an error which you reported. You made me look:http://forums.bistudio.com/showthread.php?107526-ASR-AI-Skills&p=2452709&viewfull=1#post2452709 :) Oops :). Share this post Link to post Share on other sites
qantaqa1987 10 Posted February 13, 2014 Hi could someone tell me if i make listen server and my friends join in without ASR_AI will the AI work like vanilla or like ASR_AI? Share this post Link to post Share on other sites
seba1976 98 Posted February 13, 2014 Hicould someone tell me if i make listen server and my friends join in without ASR_AI will the AI work like vanilla or like ASR_AI? From the readme: This addon can be installed on clients, servers or both. It will configure only the AI local to the machine where it is installed. If that changed along the line, I don't know. Share this post Link to post Share on other sites
giorgygr 61 Posted February 14, 2014 Hi guys/Robalo Sorry (as usual) if this has been already discussed before. My question is: Can ASR_AI3 work flawlessly with ALiVE and it's caching system? If i can't have "solid" answer i will ask on ALiVE thread also but..any opinion can help me reach to a conclusion. Thanks ;) Share this post Link to post Share on other sites
Robalo 465 Posted February 14, 2014 Yes, it works fine, been using them together since Alive came out with zero issues. Share this post Link to post Share on other sites
serjames 357 Posted February 16, 2014 Yep we're using it with bCombat and ALiVE but I'm thinking our version is very old. (we've been using it since before final release!) i.e. the version I found here http://arma-sr.bzbit.com/wp-content/uploads/2013/08/asr_addons_13081701.zip Robalo is it possible to allow us a link to your latest version ? Cheers SJ Share this post Link to post Share on other sites
serjames 357 Posted February 17, 2014 Yep we're using it with bCombat and ALiVE but I'm thinking our version is very old. (we've been using it since before final release!) i.e. the version I found here http://arma-sr.bzbit.com/wp-content/uploads/2013/08/asr_addons_13081701.zip Robalo is it possible to allow us a link to your latest version ? Cheers SJ Scratch that - found it on your repo - testing now. Cheers :) SJ Share this post Link to post Share on other sites
giorgygr 61 Posted February 17, 2014 (edited) @Robalo Thanks big man @serjames Thanks for the answer and...SOoo!..you are telling me you are using a compi of bcombat+ASR_AI3 on dedi for coop use and it...works ok?.. I thought bcombat isn't optimized yet for MP use.. Are you suggesting me to try it? Edited February 17, 2014 by GiorgyGR Share this post Link to post Share on other sites
giorgygr 61 Posted February 18, 2014 (edited) Ok..so i 've tried the combi. I 'll have to say (so far) there are things worrying me. a)Noticed bcombat (as ASR_AI3) it's also using on it's .hpp skill definitions so..i m smelling a conflict (maybe i m wrong tho) b) (Not strictly related to bcombat )..enemy AI should use more often HE grenades or light AT for "flushing" purposes. (i.e. i was trapped inside a house-surrounded by enemy AI and none of them find it as a good idea "HEY!..lets frag the bastard instead of waiting aimlessly " :) c) (Related to ALiVE)..ASR radio feature doesn't seem very effective in my tests (unrelated with bcombat) There are lots of cases where a firefight starts(or i 've been detected) and enemy units closer than default setting of 500m affiliated-to-them-units are still not aware if the situation (they do have item radio in their inv of course) Edited February 18, 2014 by GiorgyGR Share this post Link to post Share on other sites
serjames 357 Posted February 20, 2014 Ok..so i 've tried the combi.I 'll have to say (so far) there are things worrying me. a)Noticed bcombat (as ASR_AI3) it's also using on it's .hpp skill definitions so..i m smelling a conflict (maybe i m wrong tho) b) (Not strictly related to bcombat )..enemy AI should use more often HE grenades or light AT for "flushing" purposes. (i.e. i was trapped inside a house-surrounded by enemy AI and none of them find it as a good idea "HEY!..lets frag the bastard instead of waiting aimlessly " :) c) (Related to ALiVE)..ASR radio feature doesn't seem very effective in my tests (unrelated with bcombat) There are lots of cases where a firefight starts(or i 've been detected) and enemy units closer than default setting of 500m affiliated-to-them-units are still not aware if the situation (they do have item radio in their inv of course) We use ASR_AI3 as a brilliant way to individually manage an AI unit skill level, ie Snipers and marksmen are better shots, better at spotting, etc SF are good all round, Rebels are weaker in most skill areas. But currently I have the other AI elements set to 0. bCombat does most of the other Ai routines. HOWEVER the grenade bit you mentioned is an error within A3 preventing them from Fragging your A**E :) I'm not sure the bCombat element is affecting AI skill, but if you can show me where (probably best on the bCombat thread, as i don't want to off topic Robalo's and indeed I Don't check A2 threads often) bCombat and ASR are both supposed to "radio", perhaps there's a conflict. One thing for sure is that ALiVE is doing something funny with CQB spawns in MP. It spawns the Ai on Client machines... not sure whether randomly or what, but this DOES render server side Ai mods useless for these ai.... Anyway see you over on the relevant threads... SJ Share this post Link to post Share on other sites
giorgygr 61 Posted February 20, 2014 Really thank you serjames for sharing info. Yes..the 'locality' has bothered me enough these days (enough for me to spamm most relevant BI threads :) ) and..yes probably there are problems with ALiVE's CQB module i.e ..but it will be 'fixed' in the way. Sorry Robalo if this got kinda off-topic in the way ;) Share this post Link to post Share on other sites