LondonLad 13 Posted December 12, 2012 (edited) Ollem, Looking through my server rpt file (running the latest beta) I noticed this and am not sure if it's an error related to your mod or not (only because its listed between the tpwcas entries)..... "0 tpwcas_mode = any - Server: [true] - MP: [true] - config: [0] - isNil: [true]" "0 tpwcas - no forced disable for server mode: tpwcas_mode: [any]" "0 tpwcas - no Single Player mode: tpwcas_mode: [any]" "0 forcing tpwcas to value [3]: determined tpwcas_mode value: [0]" Error in expression <sActivated = _timesActivated + 1 }; }; if (_mode) then { if (_timesActivated <> Error position: <if (_mode) then { if (_timesActivated <> Error if: Type Number, expected Bool File ca\modules\functions\misc\fn_initCounter.sqf, line 16 "5 - TPWCAS 4.0 Initiated - tpwcas_mode: [3]" "5 - TPWCAS supported version of ASR_AI found" "10.881 - TPWCAS LOS Sun angle detection started" "11.881 - TPWCAS LOS started" "12.381 - TPWCAS mainloop started" "12.381 - TPWCAS 4.0 Active - tpwcas_mode: [3]" [This is whole using your latest pbo] Edited December 12, 2012 by LondonLad Share this post Link to post Share on other sites
mr_centipede 31 Posted December 12, 2012 Yes.. thank you ollem, it is fixed now. Thank you very much :) Share this post Link to post Share on other sites
ollem 4 Posted December 12, 2012 (edited) Ollem,Looking through my server rpt file (running the latest beta) I noticed this and am not sure if it's an error related to your mod or not (only because its listed between the tpwcas entries)..... I have seen those error messages in my own logs too, but can't allocate the root cause... The error occurs in "ca\modules\functions\misc\fn_initCounter.sqf" which is not part of tpwcas I checked if it was linked to the 1.62 Beta, but isn't. It may have something to do with the new tpwcas function modules: I will check === UPDATE: =========================================================== The error also seems to appear with the MSO mod: http://forums.bistudio.com/showthread.php?136860-Multi-Session-Operations-v4-4-released&p=2206762&viewfull=1#post2206762 There they think: "It's not anything in MSO." I haven't seen any side effect either, so until proven differently let's ignore.. :-) Edited December 12, 2012 by Ollem Share this post Link to post Share on other sites
Vigil Vindex 64 Posted December 13, 2012 (edited) I've made some minor changes and I'm quite sure this should be okay now.Please download and try this (test) pbo version: http://dl.dropbox.com/u/96469595/tpwcas_dsc/tpwcas.pbo or full mod+script package: tpwcas_v4.0_RC2.zip I was trying v4.0_RC2 using the script version and I am getting this in the rpt file: 8:26:37 Error in expression <sActivated = _timesActivated + 1 }; }; if (_mode) then { if (_timesActivated <> 8:26:37 Error position: <if (_mode) then { if (_timesActivated <> 8:26:37 Error if: Type Number, expected Bool 8:26:37 File ca\modules\functions\misc\fn_initCounter.sqf, line 16 8:26:40 "0 tpwcas_mode = any - Server: [true] - MP: [true] - config: [0] - isNil: [true]" 8:26:40 "0 tpwcas - no forced disable for server mode: tpwcas_mode: [any]" 8:26:40 Error in expression < server mode: tpwcas_mode: [%2]", time, tpwcas_mode]; }; if ( (isServer) && !(> 8:26:40 Error position: <tpwcas_mode]; }; if ( (isServer) && !(> 8:26:40 Error Undefined variable in expression: tpwcas_mode 8:26:40 File mpmissions\Dynamic.Chernarus\tpwcas\tpwcas_script_init.sqf, line 79 8:26:40 "0 tpwcas - no Single Player mode: tpwcas_mode: [any]" 8:26:40 Error in expression < Player mode: tpwcas_mode: [%2]", time, tpwcas_mode]; }; if ( (isServer) && (> 8:26:40 Error position: <tpwcas_mode]; }; if ( (isServer) && (> 8:26:40 Error Undefined variable in expression: tpwcas_mode 8:26:40 File mpmissions\Dynamic.Chernarus\tpwcas\tpwcas_script_init.sqf, line 89 8:26:40 "0 forcing tpwcas to value [3]: determined tpwcas_mode value: [0]" 8:26:40 Warning Message: Script tpwcas\tpwcas_init.sqf not found 8:26:40 Error in expression <; if ( (isNil "tpwcas_mode") && (count _this) == 1 ) then { tpwcas_mode = _thi> 8:26:40 Error position: <_this) == 1 ) then { tpwcas_mode = _thi> 8:26:40 Error Undefined variable in expression: _this 8:26:40 File mpmissions\Dynamic.Chernarus\tpwcas\tpwcas_script_init.sqf, line 15 EDIT: I failed to notice the script init file is now spawned instead of exec'd. Tried spawn and get a different error, guess my syntax is messed up somewhere?: [3] spawn \tpwcas\tpwcas_script_init.sqf; > 8:53:22 Error position: <\tpwcas\tpwcas_script_init.sqf; > 8:53:22 Error Invalid number in expression 8:53:22 File mpmissions\Dynamic.Chernarus\init.sqf, line 112 Edited December 13, 2012 by ssechaud Share this post Link to post Share on other sites
ollem 4 Posted December 14, 2012 (edited) I failed to notice the script init file is now spawned instead of exec'd. Tried spawn and get a different error, guess my syntax is messed up somewhere?: [3] spawn \tpwcas\tpwcas_script_init.sqf; > 8:53:22 Error position: <\tpwcas\tpwcas_script_init.sqf; > 8:53:22 Error Invalid number in expression 8:53:22 File mpmissions\Dynamic.Chernarus\init.sqf, line 112 Thanks - I confirm there's an issue with the script version - will change in next release. Fix is quite simple however by removing a "\" : Modify line 109 in tpwcas_script_init.sqf: if ( !(tpwcas_mode == 5) ) then { nul = [] execvm "\tpwcas\tpwcas_init.sqf"; }; to if ( !(tpwcas_mode == 5) ) then { nul = [] execvm "tpwcas\tpwcas_init.sqf"; }; Also better start the script by using 'execVm': Syntax: nul = [<tpwcas_mode>] execvm "tpwcas\tpwcas_script_init.sqf"; e.g.: nul = [2] execVm "tpwcas\tpwcas_script_init.sqf"; Edited December 14, 2012 by Ollem Share this post Link to post Share on other sites
Vigil Vindex 64 Posted December 15, 2012 Many thanks Ollem, it's working good now. Share this post Link to post Share on other sites
froggyluv 2136 Posted December 16, 2012 Just had to share a moment to reflect the brilliance of this mod: Playing Multi Operations (Lingor) SP and had my squad pinned down in a town by armour maybe 300m out. Me and #2 were prone behind the terrible cover of the sides of a billboard and death was looking imminent and I knew hard building cover was only 20m to our right but was scared to order #2 to run for as they tend to do that moronic semi circle arc rather then a straight line. Bullets were hitting the ground all around us with just the thin beam supports protecting us so I finally gave the order: "2 Move!!" He popped up and looked like he was about to do that stupid non linear move when a bullet whizzed right by his head and he dropped and grabbed cover again in the blink of an eye as if to say "F*** That!!". Ive never seen an AI in any game pull off a non-scripted split second act of self preservation like that on that level before. Awesome. Share this post Link to post Share on other sites
giorgygr 61 Posted December 18, 2012 Hey i m wondering.. While you shoot an enemy with a Silenced weapon and Low velocity bullets the "reveal shooter" value has any difference? If no..i think it's not fair for player strategy-wise. Share this post Link to post Share on other sites
ollem 4 Posted December 18, 2012 (edited) Hey i m wondering..While you shoot an enemy with a Silenced weapon and Low velocity bullets the "reveal shooter" value has any difference? If no..i think it's not fair for player strategy-wise. Silenced weapons do not cause suppression. All ammo types defined in the user config file (twpcas_v2.hpp) will be ignored: // 7 PISTOL AND SMG AMMO TO IGNORE. ADD CUSTOM AMMO (EG SUPPRESSED) OR CHANGE TO TASTE. tpwcas_mags[] = { ..... }; Bullets with initial speed less then 360 m/s will also be ignored Edited December 18, 2012 by Ollem Share this post Link to post Share on other sites
giorgygr 61 Posted December 18, 2012 Silenced weapons do not cause suppression. what i meant is: (from Userconfig) [i]// [ 1.6, 2 ] - type identified better (USMC_Soldier_Base) // [ 2 , 3.6 ] - type identified precisely (USMC_Soldier) // [ 3.6, 4 ] - position identified precisely[/i] [i]tpwcas_reveal = [b][color=#0000cd]3.2[/color][/b];[/i] ..so for someone who uses Silenced weapon shouldn't be i.e 3.2 but significantly lower imo Share this post Link to post Share on other sites
ollem 4 Posted December 19, 2012 ..so for someone who uses Silenced weapon shouldn't be i.e 3.2 but significantly lower imo It is: someone who uses silenced weapon is not revealed at all.... (Note: 'reveal' command is only used by tpwcas when ASR_AI is not present. If ASR_AI is active too, it will take care of revealing units.) Share this post Link to post Share on other sites
giorgygr 61 Posted December 19, 2012 Thank you mate :) and..Yes-i m also using ASR_AI .. Share this post Link to post Share on other sites
LoupVrt 14 Posted December 19, 2012 Ollem, can we safely start to spread the TPWCAS4.0 RC2 to casual players or "two more weeks" rule is to be observed? Keep up the good job! Share this post Link to post Share on other sites
ollem 4 Posted December 19, 2012 Ollem,can we safely start to spread the TPWCAS4.0 RC2 to casual players or "two more weeks" rule is to be observed? Keep up the good job! Nah.. better try this early Christmas present : tpwcas4.1.zip To be officially released within the next days.. (besides previously mentioned fixes I decided to change embedded tpwlos to only trigger when 'knowsabout' value is less then userconfig parameter value (by default 2.9) - and included server keys) Share this post Link to post Share on other sites
SavageCDN 231 Posted December 19, 2012 Thanks for the update (and server keys!!) Now take some time off and drink egg nog:p Share this post Link to post Share on other sites
LoupVrt 14 Posted December 20, 2012 Nah.. better try this early Christmas present : tpwcas4.1.zipTo be officially released within the next days.. (besides previously mentioned fixes I decided to change embedded tpwlos to only trigger when 'knowsabout' value is less then userconfig parameter value (by default 2.9) - and included server keys) Thank you SantOllem! ;) Happy Holidays! Share this post Link to post Share on other sites
gvse 10 Posted December 20, 2012 Hi, Firstly, thank you for the great mod! Secondly, I've got a question about the following parameter of LOS: // 14 MINIMUM LOS DISTANCE (M). ENEMIES ARE CONSIDERED "VISIBLE" NO MATTER WHAT, IF LESS THAN THIS DISTANCE. tpwcas_los_mindist = 20; Does this mean that enemies will be visible in the dark without NV on / on a foggy night / in severe snowstorm / through walls??? / in general in conditions of extremely limited visibility if closer than 20m? The wording ""VISIBLE" NO MATTER WHAT" is a bit confusing. Share this post Link to post Share on other sites
ollem 4 Posted December 21, 2012 Hi, // 14 MINIMUM LOS DISTANCE (M). ENEMIES ARE CONSIDERED "VISIBLE" NO MATTER WHAT, IF LESS THAN THIS DISTANCE. tpwcas_los_mindist = 20; Does this mean that enemies will be visible in the dark without NV on / on a foggy night / in severe snowstorm / through walls??? / in general in conditions of extremely limited visibility if closer than 20m? The wording ""VISIBLE" NO MATTER WHAT" is a bit confusing. Good question: The "NO MATTER WHAT" quote is not really applicable. Within the (by default) 20m a unit is considered visible if there is Line of Sight only: so enemy AI needs to look in the direction of the unit, and view should not be blocked by terrain, walls, etc. Exception are unit's with good camo like snipers/spotters: the will not automatically be seen withing this range, and especially at night, while being prone and not moving, the range should be less. Share this post Link to post Share on other sites
ollem 4 Posted December 21, 2012 NEW RELEASE - NEW THREAD: Please continue discussion here for details and discussion of TPWCAS v4.1: http://forums.bistudio.com/showthread.php?143797-TPWCAS-TPWC-AI-Suppression-System&p=2267043#post2267043 Share this post Link to post Share on other sites