lordprimate 159 Posted August 5, 2013 hey ollem, in your script version all i had to do was change the ca/data/cl_basic.p3d to a3/data_f/cl_basic.p3d... thats all you have to change .. any way to slip that debuging back in?? Share this post Link to post Share on other sites
tpw 2315 Posted August 6, 2013 Hi Ollem Bad news mate, the whole thing just locks up the game hard as soon as I fire a bullet near an enemy. If I just try to suppress my own side, they get the green debug balls OK. This is playing SP. Latest dev build, no other mods except CBA A3 (beta 4). The rpt doesn't seem to contain anything useful. Share this post Link to post Share on other sites
ollem 4 Posted August 6, 2013 (edited) Hi OllemBad news mate, the whole thing just locks up the game hard as soon as I fire a bullet near an enemy. If I just try to suppress my own side, they get the green debug balls OK. This is playing SP. Latest dev build, no other mods except CBA A3 (beta 4). The rpt doesn't seem to contain anything useful. That's weird.. too bad. I have to admit I haven't tried SP for a long time... could be related to SP vs MP - will have a look at that. Any chance to share your mission file? === UPDATE 1 === I'm facing the lock ups too - something has been really messed up in the latest update.... stay tuned while trying to fix it === UPDATE 2 === The lock up issue seems to only occur with debug enabled (1 or 2) - without debug the code seems to be okay I'll continue the bug hunt... ---------- Post added at 07:20 ---------- Previous post was at 07:19 ---------- hey ollem, in your script version all i had to do was change the ca/data/cl_basic.p3d to a3/data_f/cl_basic.p3d... thats all you have to change .. any way to slip that debuging back in?? Many thanks for the hint! I'll add the debug smoke back in again - once I've sorted out the issues reported by e.g. tpw Edited August 7, 2013 by Ollem Share this post Link to post Share on other sites
ollem 4 Posted August 6, 2013 i've found the issue: it's the debug flagpoles which are spawned by the search-cover and civie-run functions.. The class name has been changed and trying to create this non-existing object just simply kills the system. Updated code by tomorrow. Share this post Link to post Share on other sites
tpw 2315 Posted August 6, 2013 i've found the issue: it's the debug flagpoles which are spawned by the search-cover and civie-run functions..The class name has been changed and trying to create this non-existing object just simply kills the system. Updated code by tomorrow. You are a magician! Share this post Link to post Share on other sites
NATOSpecialForces 10 Posted August 7, 2013 this is awesome keep up the great work bud Share this post Link to post Share on other sites
LondonLad 13 Posted August 7, 2013 *cough* Don't forget the A2 version, with the undefined variables *cough* :) Share this post Link to post Share on other sites
ollem 4 Posted August 7, 2013 Updated version which should no longer kill the system: tpwcas_a3_v05_script.zip ---------- Post added at 09:07 ---------- Previous post was at 09:06 ---------- *cough* Don't forget the A2 version, with the undefined variables *cough* :) I won't forget: I actually already have updated my rusty ArmA2 to latest level - haven't started it yet. Once the A3 version works again, it should be easy to fix A2 version too. Share this post Link to post Share on other sites
twisted 128 Posted August 7, 2013 Updated version which should no longer kill the system: tpwcas_a3_v05_script.zip---------- Post added at 09:07 ---------- Previous post was at 09:06 ---------- I won't forget: I actually already have updated my rusty ArmA2 to latest level - haven't started it yet. Once the A3 version works again, it should be easy to fix A2 version too. wow i didnt realise an a3 version of this essentail existed. very cool!!! if it helps i found this error Error Undefined variable in expression: ka_60 File C:\Users\fam\Documents\Arma 3 - Other Profiles\2legs\missions\aaaaa.Stratis\tpwcas\tpwcas_getcover.sqf, line 40 Error in expression < 0) select 2)); _bbr = boundingBoxReal Ka_60; _p1 = _bbr select 0; _p2 = _bbr> Error position: <Ka_60; _p1 = _bbr select 0; _p2 = _bbr> Error Undefined variable in expression: ka_60 File C:\Users\fam\Documents\Arma 3 - Other Profiles\2legs\missions\aaaaa.Stratis\tpwcas\tpwcas_getcover.sqf, line 40 Share this post Link to post Share on other sites
ollem 4 Posted August 7, 2013 Oops.. those lines shouldn't have been there anymore - updated the file - please download again tpwcas_a3_v05_script.zip Share this post Link to post Share on other sites
twisted 128 Posted August 7, 2013 Oops.. those lines shouldn't have been there anymore - updated the file - please download again tpwcas_a3_v05_script.zip awesome, that error doesnt pop up. but... one more thing now pops up. happened twice so far. Aagin, cant express how stoked i am to find this mod still alive. thanks! Error in expression <ance = 1; }; if( isNull _projectile || !{ (alive _projectile) } || { _t - _time> Error position: <!{ (alive _projectile) } || { _t - _time> Error !: Type code, expected Bool File C:\Users\fam\Documents\Arma 3 - Other Profiles\2legs\missions\aaaaa.Stratis\tpwcas\tpwcas_bdetect.sqf, line 631 Share this post Link to post Share on other sites
ollem 4 Posted August 7, 2013 Error in expression <ance = 1; }; if( isNull _projectile || !{ (alive _projectile) } || { _t - _time> Error position: <!{ (alive _projectile) } || { _t - _time> Error !: Type code, expected Bool File C:\Users\fam\Documents\Arma 3 - Other Profiles\2legs\missions\aaaaa.Stratis\tpwcas\tpwcas_bdetect.sqf, line 631 This part of the code is triggered when throwing grenades, shooting AT, etc. I'm at work now so can't verify, but changing line 631 should fix it: || !{ (alive _projectile) } to || { !(alive _projectile) } I've updated the .zip file again to include this fix: tpwcas_a3_v05_script.zip Share this post Link to post Share on other sites
tortuosit 486 Posted August 7, 2013 I won't forget: I actually already have updated my rusty ArmA2 to latest level - haven't started it yet.Once the A3 version works again, it should be easy to fix A2 version too. Yes please! Keep in mind ArmA II will still be played in hundred years! Glad to see this is developed for A3. Share this post Link to post Share on other sites
ollem 4 Posted August 7, 2013 (edited) For the daring and impatient ones only!: ArmA 2 updated Beta script version for latest ArmA2 patch. Fully untested but based on the A3 updates so fingers crossed it should work :P Arma2_script_version_50b.zip (update: link removed due to (beta) .pbo + script release below) feedback appreciated. Edited August 7, 2013 by Ollem Share this post Link to post Share on other sites
LondonLad 13 Posted August 7, 2013 Any chance of a 'mod'/pbo version? If so I can throw it up onto our systems here for testing (especially to see if those undefined variables are squashed) :) Share this post Link to post Share on other sites
rknharry 10 Posted August 7, 2013 For the daring and impatient ones only!: ArmA 2 updated Beta script version for latest ArmA2 patch.Fully untested but based on the A3 updates so fingers crossed it should work :P Arma2_script_version_50b.zip feedback appreciated. Thanks for keeping up with A2! 8) It´s quite an essential and I use it with i44 and other WW2 related mods only. Share this post Link to post Share on other sites
ollem 4 Posted August 7, 2013 Any chance of a 'mod'/pbo version? If so I can throw it up onto our systems here for testing (especially to see if those undefined variables are squashed) :) Arma2 updated version compatible with recent A2 beta: tpwcas5.0.zip Link contains both pbo and script version for ARMA 2 only! Note: I only briefly tested this version: it started without error messages for me, and debug balls told me it it should work.... Please share results to let us know if it really works. Thanks! Share this post Link to post Share on other sites
orcinus 121 Posted August 7, 2013 (edited) Cheers Ollem, will test forthwith & post back within the hour. Edit: having just about finished my new system build, I did a quick test with 4.5 & buggin (balls plus bdetect logging on), wored fine. However 5.0 didn't seem to work properly - no sign of suppression, no debug balls or messages. I may have cocked something up being a bit pressed for time, so don't start re-coding yet! I'll have another go before I start work in the morning. Edited August 7, 2013 by Orcinus New info Share this post Link to post Share on other sites
LondonLad 13 Posted August 7, 2013 Brilliant - I'll get this updated across our servers and get back to you once I have more information to share :) Share this post Link to post Share on other sites
Guest Posted August 8, 2013 New version frontpaged on the Armaholic homepage. TPWCAS - TPWC AI Suppression System v5.0Community Base Addons =================================================== We have also "connected" these pages to your account on Armaholic. Since you took over development of this you will be the one being able to maintain the pages (in the future!). This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
tpw 2315 Posted August 8, 2013 (edited) Ollem, I've noticed while testing out TPWCAS (and another WIP suppression system I'm working on), that setunitpos "MIDDLE" seems quite buggy in A3. If a unit has a waypoint (editor set or from something else like UPS), and is given a setunitpos "MIDDLE" command, they behave strangely if a subsequent setunitpos command (eg "UP" or "AUTO") is given. In the case of armed units, they remain crouched constantly lowering and raising their weapons. Unarmed units simply remain crouched. If a unit is given setunitpos "DOWN", they will happily change stance once a subsequent setunitpos command is given. AI members of the players squad don't exhibit the bug, nor do AI without waypoints. If you can confirm this, I will put a ticket up on the A3 tracker. Edited August 8, 2013 by tpw Share this post Link to post Share on other sites
KaneSvK 1 Posted August 8, 2013 Hi, how do I turn off debugging features in latest A3 script version? (smoke, colored balls). I looked through readme and the script itself but due to lack of knowledge didnt figure it out. Thanks Share this post Link to post Share on other sites
twisted 128 Posted August 8, 2013 hi. digging this. if it helps i have found an eror message Error in expression <nemybulletcount"; _newaccuracy = (_originalaccuracy - (( _originalaccuracy> Error position: <_originalaccuracy - (( _originalaccuracy> Error Undefined variable in expression: _originalaccuracy File C:\Users\fam\Documents\Arma 3 - Other Profiles\2legs\missions\aaaaa.Stratis\tpwcas\tpwcas_decskill.sqf, line 39 Share this post Link to post Share on other sites
ollem 4 Posted August 8, 2013 Hi, how do I turn off debugging features in latest A3 script version? (smoke, colored balls). I looked through readme and the script itself but due to lack of knowledge didnt figure it out. Thanks tpwcas_init.sqf line 51: modify to tpwcas_debug = 0; //DEBUGGING. 0 = NO DEBUGGING, 1 = DISPLAY COLOURED BALLS OVER ANY SUPPRESSED UNITS, 2 = BALLS + BDETECT LOGGING. if(isNil "tpwcas_debug") then { tpwcas_debug = 1; }; ---------- Post added at 13:17 ---------- Previous post was at 13:16 ---------- hi. digging this. if it helps i have found an eror message Error in expression <nemybulletcount"; _newaccuracy = (_originalaccuracy - (( _originalaccuracy> Error position: <_originalaccuracy - (( _originalaccuracy> Error Undefined variable in expression: _originalaccuracy File C:\Users\fam\Documents\Arma 3 - Other Profiles\2legs\missions\aaaaa.Stratis\tpwcas\tpwcas_decskill.sqf, line 39 Thanks for the feedback! ---------- Post added at 13:18 ---------- Previous post was at 13:17 ---------- Ollem, I've noticed while testing out TPWCAS (and another WIP suppression system I'm working on), that setunitpos "MIDDLE" seems quite buggy in A3. If a unit has a waypoint (editor set or from something else like UPS), and is given a setunitpos "MIDDLE" command, they behave strangely if a subsequent setunitpos command (eg "UP" or "AUTO") is given. In the case of armed units, they remain crouched constantly lowering and raising their weapons. Unarmed units simply remain crouched.If a unit is given setunitpos "DOWN", they will happily change stance once a subsequent setunitpos command is given. AI members of the players squad don't exhibit the bug, nor do AI without waypoints. If you can confirm this, I will put a ticket up on the A3 tracker. I've to admit I didn't notice it yet. I'll have a look at it later and see if I'll spot this too. Share this post Link to post Share on other sites
KaneSvK 1 Posted August 8, 2013 thank you, I don't know how I missed that :) Share this post Link to post Share on other sites