n_icomach 312 Posted July 15, 2014 Looks like we are having this issue as well. Clients were crashing as they joined, then we disabled the ASR_A3 mod and seemed to fix the issue. Share this post Link to post Share on other sites
Varanon 892 Posted July 16, 2014 I just tried on the Comrades in Arms Server (which is running ASR_AI), but it worked without a crash. I don't run the ASR AI client side, though, it's only on the server. Share this post Link to post Share on other sites
Robalo 465 Posted July 16, 2014 I will pack up my current dev version and release an update ASAP, hopefully that will solve the crashes or conflicts people experience after the last official patch. Share this post Link to post Share on other sites
Variable 322 Posted July 16, 2014 I will pack up my current dev version and release an update ASAP, hopefully that will solve the crashes or conflicts people experience after the last official patch. Thanks Robalo. Will you post about it when you do or just release it on PwS? Would appreciate a notification anyway for the sake of people who are not on PwS. Share this post Link to post Share on other sites
Robalo 465 Posted July 16, 2014 I'm not even up to date with PWS procedures for mod makers, I'll post it here for sure. Share this post Link to post Share on other sites
Aeriyn 10 Posted July 17, 2014 Has anyone gotten this to work with Zeus on dedicated server? I've been trying to get it to work for a few weeks, but while the mod works on anything besides zeus, spawned units always don't get their values. It's weird, because the debug in the RPT specifically says they've been assigned those values. I'm already running ASR on the client playing zeus, but any suggestions for me to try? Share this post Link to post Share on other sites
Robalo 465 Posted July 17, 2014 Has anyone gotten this to work with Zeus on dedicated server?I've been trying to get it to work for a few weeks, but while the mod works on anything besides zeus, spawned units always don't get their values. It's weird, because the debug in the RPT specifically says they've been assigned those values. I'm already running ASR on the client playing zeus, but any suggestions for me to try? What exactly is not working then ? If the RPT says they got those values then they got them. The values reported in the RPT are read from the units with skillFinal. Share this post Link to post Share on other sites
Aeriyn 10 Posted July 17, 2014 I basically look for differences between how the AI performs off and on the dedicated server. Playing on local, the AI takes forever to kill each other, and since I have the setting for smoke grenades set to maximum, they chuck smokes like crazy. On the dedicated server though, the fight is over within 10 - 15 seconds, no smokes are thrown, and everything seems generally vanilla. Sorry, to waste your time about this though, I'm just pretty confused. The AI seem perfectly playable when not on zeus though. Share this post Link to post Share on other sites
papanowel 120 Posted July 17, 2014 (edited) I also tried in the past running ASR on both server and player (zeus as a GM) and AI that I was spawning were remaining vanilla. On the other hand on normal coop it's working properly. Edited July 17, 2014 by Papanowel Share this post Link to post Share on other sites
Robalo 465 Posted July 17, 2014 Are you running the mod on the game master's computer ? There is a note about this in the first post. There's more to this mod than just the skill settings, some settings are in the configs and since with Zeus the AI is local to GM then you need the mod there. At least until GM disconnects, when AI should switch locality to server. Share this post Link to post Share on other sites
Aeriyn 10 Posted July 17, 2014 (edited) Yes, I'm running the mod. Both userconfigs are similar to each other. I don't think there's anything to change for the server's or my own config, is there? EDIT: I just tested what you said about the locality by disconnecting as GM. The AI basically work as advertised! So... I guess that means the problem lies with me? I'm running definitely running the mod though, because I know the AI work this way when I host my own game. Is there anyone who managed to get it to work? Any ideas? Edited July 17, 2014 by Fatalcrash Share this post Link to post Share on other sites
sonsalt6 105 Posted July 20, 2014 New update v0.9.3.39 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
LoupVrt 14 Posted July 20, 2014 Is 0.9.3.39 the new version Robalo talked about few days ago? Share this post Link to post Share on other sites
Variable 322 Posted July 20, 2014 Is 0.9.3.39 the new version Robalo talked about few days ago? I guess? Robalo, can you please provide a download link other than PwS? Share this post Link to post Share on other sites
Robalo 465 Posted July 20, 2014 I haven't released the update yet. My current build (to be released) is 0.9.8.46. Share this post Link to post Share on other sites
bravo409 13 Posted July 21, 2014 What will your new mod entail any great changes or just fixes from the last thanks?:cool: Share this post Link to post Share on other sites
kilo1-1 1 Posted July 21, 2014 - Groups reduced to a single unit after mission start will look for near friendly groups and join with them. AI working as a team is a lot stronger then a bunch of separate units. If I have a mission already made where I have single units setup to patrol or guard a position, will ASR make these AI force join an AI group? Share this post Link to post Share on other sites
Robalo 465 Posted July 21, 2014 No, only groups that start with more than X (userconfig value) and are reduced to X after mission start are affected. Share this post Link to post Share on other sites
lordprimate 159 Posted July 21, 2014 (edited) I haven't released the update yet. My current build (to be released) is 0.9.8.46. im confused(big suprise) there is the "update" on sixupdater linked on the last page. Version 0.9.3.39. If you havent posted a new update/version yet, why is there a post about an update, im SOOO confuseeeeddddd... :) Edited July 21, 2014 by Lordprimate Share this post Link to post Share on other sites
Aeriyn 10 Posted July 21, 2014 Can't wait to see your next build, Robalo! Anyway, I don't know if the mod is working correctly when run together with Zeus, because of how the AI is local to the gamemaster. I'm following the general (and actually still pretty decent) tactic of spawning AI, then disconnecting so the AI revert back to the server's ownership, but I still can't figure out why it is that AI local to me still don't run with the mod despite it working outside of dedicated. Maybe you can try making any recently spawned AI move to the server's ownership with setowner or something? It would solve the extra purpose of taking the load off the resources of the game master and increasing FPS for everyone in general. Share this post Link to post Share on other sites
evromalarkey 150 Posted July 21, 2014 Hi Robalo, would be possible to make some number setting for AI, so they wouldn't go prone so often? I mean, when AI is guarding position and something happen then they will go prone and will stay there until is situation ok. The thing is, they are doing this everywhere, in building etc. This behavior is terrible in Arma 3. If they were rather in crouch, it would be better. So if would be possible make coefficient in userconfig, it would be great. Share this post Link to post Share on other sites
kklownboy 43 Posted July 21, 2014 I dont see that. Lots of prone. It depends on there "state" tho. Hmmm I will look for it and see if it occures on our server/ missions. Share this post Link to post Share on other sites
Robalo 465 Posted July 21, 2014 (edited) I just realized that even though I released 0.9.3 back in April, the SU/PWS network might have still had the older (0.9.2) version, would explain some of the complains about Zeus compatibility since that was fixed in 0.9.3. We need some sort of release submission portal, that would auto sync to Armaholic/PWS/Workshop etc... dreaming :) Edited July 21, 2014 by Robalo Share this post Link to post Share on other sites
seba1976 98 Posted July 21, 2014 Wait what? I'm shocked. Are you saying we can't really trust PWS to keep the addons updated? Share this post Link to post Share on other sites
Aeriyn 10 Posted July 22, 2014 I just realized that even though I released 0.9.3 back in April, the SU/PWS network might have still had the older (0.9.2) version, would explain some of the complains about Zeus compatibility since that was fixed in 0.9.3. We need some sort of release submission portal, that would auto sync to Armaholic/PWS/Workshop etc... dreaming :) I just double-checked by getting the files off the link in the first post. Unless that's outdated too, I don't think that might be the problem? Besides that problem, everything's working as it should and making things really, really fun. Right now I'm more curious about whether anyone at all has it working the way you describe, since no one besides the author himself (thanks!) responded to my earlier questions. Share this post Link to post Share on other sites