gagi 10 Posted November 22, 2013 Ok But it´s not release for A3, that´s why was posting here. Share this post Link to post Share on other sites
gagi 10 Posted November 22, 2013 gagi, i know you want to help. So, you need to post your findings in the ASR_AI thread for Arma 2 here:ASR_AI done, thx Share this post Link to post Share on other sites
gagi 10 Posted December 5, 2013 Hello, one guy told me that when run on HC and dedicated : this mod is running on both. Is it true? is it possible to replace CBA with BIS integrated commands? Thanks Share this post Link to post Share on other sites
ollem 4 Posted December 5, 2013 (edited) It's right the mod is running on both server and HC in case of tpwcas_mode = 3. (in case of tpwcas_mode = 2 it will run by default on all systems, including server and HC) It needs to run on both while in case of tpwcas_mode = 3 only AI local to the system will be monitored. So if AI si spawned at the HC, tpwcas needs to be active at the HC to be able to monitor those AI. In case of mod usage with tpwcas_mode = 3, please make sure the mod is active on both server and HC. About CBA: Most CBA calls are already replaced by BIS commands. For SP the 'CBA per frame Eventhandler' is still used, but I could consider to use the MP code for that too. I just noticed I missed one CBA call in the civilian 'run for it' code. I will change these for next release and then CBA is no longer a requirement at all. Edited December 5, 2013 by Ollem Share this post Link to post Share on other sites
gagi 10 Posted December 5, 2013 It's right the mod is running on both server and HC in case of tpwcas_mode = 3.(in case of tpwcas_mode = 2 it will run by default on all systems, including server and HC) It needs to run on both while in case of tpwcas_mode = 3 only AI local to the system will be monitored. So if AI si spawned at the HC, tpwcas needs to be active at the HC to be able to monitor those AI. In case of mod usage with tpwcas_mode = 3, please make sure the mod is active on both server and HC. About CBA: Most CBA calls are already replaced by BIS commands. For SP the 'CBA per frame Eventhandler' is still used, but I could consider to use the MP code for that too. I just noticed I missed one CBA call in the civilian 'run for it' code. I will change these for next release and then CBA is no longer a requirement at all. Fast answer !!! Thanks Ollem !!! Share this post Link to post Share on other sites
Lunatic104 10 Posted January 2, 2014 //RESET UNIT STANCE_stance = _unit getvariable ["tpwcas_stance", -1]; if (_stance in ["middle","down"]) then { _unit setunitpos "auto"; _unit setvariable ["tpwcas_stance", "auto"]; }; Edited: //RESET UNIT STANCE _stance = _unit getvariable ["tpwcas_stance", -1]; if (_stance in ["down"]) then { _unit setunitpos "middle"; _unit setvariable ["tpwcas_stance", "middle"]; }; if (_stance in ["middle"]) then { _unit setunitpos "up"; _unit setvariable ["tpwcas_stance", "up"]; }; It has been mentioned before that the AI won't stand back up when in a building, the work around posted worked, but now the script has been amended, I can't for the life of me figure how to get AI in buildings to again be suppressed and stand back up and fire. Any suggestions? //RESET UNIT STANCEif ( (_unit getVariable ["tpwcas_stance", -1]) in ["Middle","Down"]) then { _unit setUnitPos "auto"; // workaround to bypass AI getting stuck in lowering/raising weapon mode // often occurs when moving from setUnitPos "Middle" to setUnitPos "Auto" again if ( _unit getVariable ["tpwcas_stance", "Auto"] == "Middle" ) then { _unit playMoveNow "AmovPercMevaSrasWrflDf_AmovPknlMstpSrasWrflDnon"; }; _unit setVariable ["tpwcas_stance", "auto"]; The red text is the old text, black was modded to get the AI to stand back up and the blue is the new, but the AI again won't stand back up. Share this post Link to post Share on other sites
ollem 4 Posted January 10, 2014 I will put on my todo list to see if I can add a check if an AI unit is in a building and if so he should stand up in stead of staying prone after recovering from suppression. Share this post Link to post Share on other sites
Lunatic104 10 Posted February 2, 2014 Any idea when the next iteration will be released? As this MOD rocks, it completely changes firefights. Share this post Link to post Share on other sites
TinyPirate 10 Posted February 8, 2014 Thanks for this neat mod. I've noticed that - with TPWCAS set to 3 and nothing else touched - I get a dimming of the screen and a slight head-bobbing when a lot of rounds are incoming. I figure this is some sort of suppression effect applied to the player? It seems to be the same effect regardless of what I tweak init.sqf (which is set to --> null = [3] execVM "tpwcas\tpwcas_script_init.sqf"; ) Share this post Link to post Share on other sites
ollem 4 Posted February 9, 2014 Thanks for this neat mod. I've noticed that - with TPWCAS set to 3 and nothing else touched - I get a dimming of the screen and a slight head-bobbing when a lot of rounds are incoming. I figure this is some sort of suppression effect applied to the player? It seems to be the same effect regardless of what I tweak init.sqf (which is set to --> null = [3] execVM "tpwcas\tpwcas_script_init.sqf"; ) Is this MultiPlayer or SinglePlayer? Share this post Link to post Share on other sites
TinyPirate 10 Posted February 9, 2014 (edited) Is this MultiPlayer or SinglePlayer? Multiplayer on a self-hosted server. I am building a template for MCC and co-op missions. Edit: And it never happened again after I tested love with players. Odd. Edited February 16, 2014 by TinyPirate Share this post Link to post Share on other sites
Moon_chilD 200 Posted February 18, 2014 I have a question. On a Server, does everybody needs the mod or only the Server itself? Share this post Link to post Share on other sites
Variable 322 Posted February 18, 2014 I have a question. On a Server, does everybody needs the mod or only the Server itself? Only the server. Share this post Link to post Share on other sites
SavageCDN 231 Posted February 18, 2014 Just be aware that in missions where AI are spawned local to the player (ie: in their own squad or CQB guys in ALiVE), TPWCAS will have no affect on them unless the player is also running TPWCAS Share this post Link to post Share on other sites
Moon_chilD 200 Posted February 18, 2014 So if I use ALiVE everybody who plays on the server should have the Mod? Rgr...^^ Thanks for the very fast answer! Share this post Link to post Share on other sites
giorgygr 61 Posted February 18, 2014 Just be aware that in missions where AI are spawned local to the player (ie: in their own squad or CQB guys in ALiVE), TPWCAS will have no affect on them unless the player is also running TPWCAS This complicates things a lot. I imagine CQB module affects other mods also as ASR_AI3/bcombat . Very bad news imo Share this post Link to post Share on other sites
SavageCDN 231 Posted February 19, 2014 It doesn't 'affect' the other mods but any AI spawned by the client will not be affected by server-side AI mods. Share this post Link to post Share on other sites
whiztler 137 Posted March 20, 2014 Hi Ollem, can you give us an update on the status of TPWCAS? Afaik the last version is still WIP 15-11-13 correct? Share this post Link to post Share on other sites
ollem 4 Posted March 25, 2014 Hi Ollem, can you give us an update on the status of TPWCAS? Afaik the last version is still WIP 15-11-13 correct? Yep, that is still the latest version and the very same version flawlessly works for us with around 30 players every week (tpwcas_mode = 2) That reminds me it's about time to formally release it as a mod I guess :-) But before I do so I will double check if something should be changed to keep in line with the recently released A3 ASR_AI Share this post Link to post Share on other sites
Variable 322 Posted March 25, 2014 I think the only problem with it is on SP you get suppressed by your closeby teammates fire of AT and rifle nades. Share this post Link to post Share on other sites
Wolf72nd 1 Posted March 27, 2014 Ollem, Really like your work on this mod,also Lord Primate. My question is, I`m running a Dedicated Server, and joining as Client on the same PC. So, in the mission editor Do I add Embedd Los Enable, Find Cover Enable, TpwCas Dedicated Server Module/No Client/TpwCas mode=enable3, so that for Clients connecting to the Server,along with myself this will work correctly? Have read the whole thread but a little confused as to how to get this to work in my situation. Thank you for any help you can give ! Share this post Link to post Share on other sites
ollem 4 Posted March 27, 2014 Modules are only there in order to overrule the config file settings. Please check the readme and accordingly put the right values in the config file. I think in your case you would only need to enable the embedded LOS and set twpcas_mode to 3 Share this post Link to post Share on other sites
Wolf72nd 1 Posted March 27, 2014 Ollem, Thank you,! Share this post Link to post Share on other sites
sjaba 19 Posted March 31, 2014 Looking forward to put this in our "official" mod list as soon as its released :) Share this post Link to post Share on other sites