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A member of my community (Freghar) analysed this issue and came to the following conclusion....

Thank you James for sharing that informative writing from Freghar.

 

TLDR: Unless you disable the ASR AI skill parameter via the init.sqf file it will draw the skill settings from the client who spawns the AI instead of the server / mission presets (for example through F3), thus the wide dispersion of experiences for various endusers.

You know, I'm torn between what steps I as a dedicated server provider should take to provide the best experience for the players where they wouldn't need to care if they need ASR_AI installed and also that even if they have ASR_AI installed and are using it as a mod when joining the server that their ASR_AI skill config file wouldn't have any effect when playing on the server.

You mention there to disable the ASR AI skill parameter via the init.sqf, how one does that and does disabling from there mean that the skill settings will be taken from the dedicated servers' ASR_AI userconfig? I sort of was under the impression that not allowing filePatching should give the same result, no?

I'd just like to achieve that the server I'm offering would provide every player with the ASR_AI "capability" and with the skill settings that have been set in the server's ASR_AI userconfig. Is that even possible?

Or *sigh*.. do the connecting clients need ASR_AI installed and to be in use when connecting to the server for the best experience? Well that's ok for me but how to make sure that the ASR_AI skill settings connecting clients have won't give them any unfair advantage over other players/AI enemy.

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This 'problem' is very simple to fix. Never use zeus. Zeus is very poorly optimised and as we all know when zeus spawns AI it makes them local to the zeus machine which is rediculous. Surely bis could have made them spawn on the server.

So if you want to have only the server running ASR then run missions without zues and use some sort of debug console if u need to manipulate the mission on the fly.

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we all know when zeus spawns AI it makes them local to the zeus machine which is rediculous. Surely bis could have made them spawn on the server.

WTAF?!  Really?

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WTAF?!  Really?

well, when it first came out this was the main reason (among others) that we boycotted zeus. since i havent used it since then, i dont know if the 'problem' was fixed. I doubt it, as BIS probably doesnt see it as a problem and 80% of the arma community wouldnt realise thats the case. But yes, if it is the case then AI on a clients machine in a multiplayer environment = lag, ASR problems etc etc.

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Did you see the first entry of the F.A.Q. ? The Zeus matter has been discussed long ago on this thread. Should be no surprise.

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my userconfig wont load, i used filepatching and even nofilepatching. 
same result :( ive removed from PWS and re downloaded same issue, even deleted userconfig and diagnosed through pws and it redownloaded that also. 

 

any ideas chief? 

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my userconfig wont load, i used filepatching and even nofilepatching. 

same result :( ive removed from PWS and re downloaded same issue, even deleted userconfig and diagnosed through pws and it redownloaded that also. 

 

any ideas chief? 

 

If your running it on a dedicated server then you have to put the command for the server to allow filepatching in your server.cfg file as well:

 

allowedFilePatching = 2;

 

Prevent or allow file patching for the clients (including the HC) (since Arma 3 1.49+)

    0 is no clients (default)

    1 is Headless Clients only

    2 is all clients

 

Then the settings on the clients to allow filepatching will work. The server blocks them by default and has to be turned off. Keep in mind this condition is a major "security\hacker friendly" setting!!

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userconfig is always ignored on clients in MP.

 

 

Q: Why are there 2 files in userconfig ? Do I need them ?
A: In MP, the configuration is loaded on the server into a public variable and sent to all connecting clients so that server settings are always enforced. Some settings are only applicable on servers so they were split into a separate file (ends with _ss - server side) because it would be a waste of traffic to send those to clients that don't need them. All these files are required for servers and single player games.

 

Q: I just updated to 1.54 and am receiving a 'Script \userconfig\asr_ai3\asr_ai3_settings.sqf not found' error on launch.

A: Launch the game with file patching enabled (tick the option in the official launcher or add -filePatching to command line parameters). This is only required in single player or on servers (not required on clients connecting to a multiplayer game).

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@Robalo, are there any plans to allow ASR AI 3 to run on servers without file patching by assuming defaults without reading userconfig, as we discussed on ACE3 Slack few months ago?

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Planned, yes. When ? I don't know.

 

@Robalo, are there any plans to allow ASR AI 3 to run on servers without file patching by assuming defaults without reading usercnfig, as we discussed on ACE3 Slack few months ago?

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userconfig is always ignored on clients in MP.

 

Q: Why are there 2 files in userconfig ? Do I need them ?

A: In MP, the configuration is loaded on the server into a public variable and sent to all connecting clients so that server settings are always enforced. Some settings are only applicable on servers so they were split into a separate file (ends with _ss - server side) because it would be a waste of traffic to send those to clients that don't need them. All these files are required for servers and single player games.

Q: I just updated to 1.54 and am receiving a 'Script \userconfig\asr_ai3\asr_ai3_settings.sqf not found' error on launch.

A: Launch the game with file patching enabled (tick the option in the official launcher or add -filePatching to command line parameters). This is only required in single player or on servers (not required on clients connecting to a multiplayer game).

That "userconfig is always ignored on clients in MP" is a nice, easy to remember fact from the mod creator :thumbsup:

Still my eyes (or mind?) is spotting contradicting information from the FAQ.

To me saying "Some settings are only applicable on servers so they were split into a separate file (ends with _ss - server side) because it would be a waste of traffic to send those to clients that don't need them." tells that the the sentence is talking about the asr_ai3_settings_ss.sqf file that does include all the variables for setting AI skills.

So how is it again: there's a mix-up with the sentence or is it that the actual AI skill settings (from asr_ai3_settings_ss.sqf) aren't distributed to the connecting clients?

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userconfig is always ignored on clients in MP.

 

I also forgot to mention that if you run a dedicated server you have to start it with the switch -filePatching as well or it will not load the userconfig on the server!

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@Asmodeuz

 

All settings are pushed from the server. It's just that variables in asr_ai3_settings_ss.sqf are used by code that runs exclusively on servers so it would make no sense to broadcast them to the clients.

Server does not need to distribute any skill settings to the clients. It just sets those skills directly, regardless of locality of the AI.

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If your running it on a dedicated server then you have to put the command for the server to allow filepatching in your server.cfg file as well:

 

allowedFilePatching = 2;

 

Prevent or allow file patching for the clients (including the HC) (since Arma 3 1.49+)

    0 is no clients (default)

    1 is Headless Clients only

    2 is all clients

 

Then the settings on the clients to allow filepatching will work. The server blocks them by default and has to be turned off. Keep in mind this condition is a major "security\hacker friendly" setting!!

 

no i get the error message when loading a unit on the editor and pressing preview.

dont really play much mp on arma 3 2bh 

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@Asmodeuz

 

All settings are pushed from the server. It's just that variables in asr_ai3_settings_ss.sqf are used by code that runs exclusively on servers so it would make no sense to broadcast them to the clients.

Server does not need to distribute any skill settings to the clients. It just sets those skills directly, regardless of locality of the AI.

Rgr Robalo. Thanks for taking me through this step by step :)

 

So what is it again with the Zeus then? Even if a mission (with Zeus) is being played on a dedicated server, the Zeus and everything it "spawns" (such as AI groups) will be local to the client that happens to be Zeus?

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Rgr Robalo. Thanks for taking me through this step by step :)

 

So what is it again with the Zeus then? Even if a mission (with Zeus) is being played on a dedicated server, the Zeus and everything it "spawns" (such as AI groups) will be local to the client that happens to be Zeus?

 

 

 

Q: Should I install this mod on servers, clients, both ? What about headless clients ?

A: Always install it on servers and headless clients. Having it installed on clients is required if you are running AI groups commanded by clients or use Zeus. I generally recommend having it installed everywhere.

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So what is it again with the Zeus then? Even if a mission (with Zeus) is being played on a dedicated server, the Zeus and everything it "spawns" (such as AI groups) will be local to the client that happens to be Zeus?

 

Yes, it will be. Unless there's some script involved that specifically takes the zeus spawned units and change their locality (which is a common practice).

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Time for another update

 

0.9.28
- configs updated for 1.56
- audiblefire tweaks for ammo
- sensitivity parameters removed
- optimisation using params
- prevent AI in player groups from jumping into weapons on their own
- decrease morale faster when losing team members
- raise reaction to danger helper limit from twice to thrice per minute per unit
- units will not mount near weapons if suppressed (under heavy fire)
- suppressed units move between house positions a lot slower
- fail loading userconfig settings gracefully when filepatching is not enabled (warn in RPT)
- copy my stance now disabled by default but can be toggled with configurable key (controls -> configure addons)
- default aiming skills tweaked
- fix NVG handling by AI only done at startup (now properly reuse them when it gets dark)

 

Enjoy!

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Q: Should I install this mod on servers, clients, both ? What about headless clients ?

A: Always install it on servers and headless clients. Having it installed on clients is required if you are running AI groups commanded by clients or use Zeus. I generally recommend having it installed everywhere.

Yes, it will be. Unless there's some script involved that specifically takes the zeus spawned units and change their locality (which is a common practice).

Thank you kklownboy and seba for confirming. Now I can join the choir that sings "how dumb is that".

 

 

Time for another update

 

*snip changelog*

Enjoy!

Will do, thank you for this Robalo! Great to see the continued support for this mod!

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