Ralliska 3 Posted March 2, 2016 Could you update it for Playwithsix :) Thanks! 1 Share this post Link to post Share on other sites
twisted 128 Posted March 2, 2016 epic release. thanks! Share this post Link to post Share on other sites
autigergrad 2034 Posted March 2, 2016 Do we still need to mess with file patching settings on this latest release? Share this post Link to post Share on other sites
Robalo 465 Posted March 2, 2016 Do we still need to mess with file patching settings on this latest release? wIth -filePatching your settings in userconfig are used without, default settings are used 3 Share this post Link to post Share on other sites
connorwarman 60 Posted March 2, 2016 This is great, been waiting for this. :) Share this post Link to post Share on other sites
sargken 286 Posted March 2, 2016 Any chance for this to be uploaded to workshop? Share this post Link to post Share on other sites
Gibbo. 11 Posted March 2, 2016 Great update. Thank you Robalo for your commitment to evolve this addon. 1 Share this post Link to post Share on other sites
Azza FHI 50 Posted March 2, 2016 @Robalo - cheers for the update! Awesome that u fixed the nvg unpacking. 1 quick question, if i put a base class in the skills array will it work on any unit that is inherited from that class? E.g if b_soldier_base_f was in the array would b_soldier_f and b_grenadier_f both get the new skills? And if not, would it be possible by changing "typeof" to "iskindof" soemwhere in the code? Share this post Link to post Share on other sites
Robalo 465 Posted March 2, 2016 @Robalo - cheers for the update! Awesome that u fixed the nvg unpacking. 1 quick question, if i put a base class in the skills array will it work on any unit that is inherited from that class? E.g if b_soldier_base_f was in the array would b_soldier_f and b_grenadier_f both get the new skills? And if not, would it be possible by changing "typeof" to "iskindof" soemwhere in the code? It does not work like that no. I'd need to rework the level override here: https://github.com/robalo/mods/blob/master/asr_ai3/addons/main/fnc_setUnitSkill.sqf#L18 Yes I guess it yould be ok to do this // also check for override setting _i = 0; { if (_t in _x || {_unit isKindOf _x}) exitWith { _sc = _i; TRACE_2("override",_unit,_i); }; INC(_i); } forEach GVAR(levels_units); Any chance for this to be uploaded to workshop? Honestly I'd rather just tinker with code than figuring out all of the distribution channels available. No promises. Share this post Link to post Share on other sites
Capt Childs 178 Posted March 2, 2016 wIth -filePatching your settings in userconfig are used without, default settings are used So I understand, if we upload a modified userconfig to a dedicated server, with -filePatching enabled, it'll push those settings out to all connecting clients? And if that is so, am I right to understand there's no point manually distributing a userconfig file to my unit members? Share this post Link to post Share on other sites
Robalo 465 Posted March 2, 2016 So I understand, if we upload a modified userconfig to a dedicated server, with -filePatching enabled, it'll push those settings out to all connecting clients? And if that is so, am I right to understand there's no point manually distributing a userconfig file to my unit members? Yes you got it right, unless they want to practice offline with the same settings, there's no need for the userconfig on connecting clients. 2 Share this post Link to post Share on other sites
sargken 286 Posted March 3, 2016 It does not work like that no. I'd need to rework the level override here: https://github.com/robalo/mods/blob/master/asr_ai3/addons/main/fnc_setUnitSkill.sqf#L18 Yes I guess it yould be ok to do this // also check for override setting _i = 0; { if (_t in _x || {_unit isKindOf _x}) exitWith { _sc = _i; TRACE_2("override",_unit,_i); }; INC(_i); } forEach GVAR(levels_units); Honestly I'd rather just tinker with code than figuring out all of the distribution channels available. No promises. Why I ask is you as the author would have to upload its using the tools. Share this post Link to post Share on other sites
Azza FHI 50 Posted March 3, 2016 It does not work like that no. I'd need to rework the level override here: https://github.com/robalo/mods/blob/master/asr_ai3/addons/main/fnc_setUnitSkill.sqf#L18 Yes I guess it yould be ok to do this // also check for override setting _i = 0; { if (_t in _x || {_unit isKindOf _x}) exitWith { _sc = _i; TRACE_2("override",_unit,_i); }; INC(_i); } forEach GVAR(levels_units); Thank you! that saves me cluttering the userconfig with about 80 classnames lol. Share this post Link to post Share on other sites
Robalo 465 Posted March 6, 2016 Updated some extra configs (links at end of first post) Green Recon 1.1 (SF groups for green faction) - updated with newer randomization scripts and stacked EH.AI configs for: RHS AFRF3 0.4.0.1 http://dev.withsix.com/attachments/download/22799/asr_ai3_rhs_afrf3_0401_config.zip RHS USF3 0.4.0.1 http://dev.withsix.com/attachments/download/22800/asr_ai3_rhs_usf3_0401_config.zip 6 Share this post Link to post Share on other sites
Neviothr 102 Posted March 8, 2016 Does "Recon Green" add AFF special forces? Share this post Link to post Share on other sites
Robalo 465 Posted March 8, 2016 Does "Recon Green" add AFF special forces? Yep, find them under independent AAF Special Forces. 1 Share this post Link to post Share on other sites
Azza FHI 50 Posted March 8, 2016 Hey robalo, with those optional configs you updated do they affect the units themselves or the weapons that any unit uses? Do you know what i mean? Its a bit hard to explain. If a custom unit which is scripted with specific gear such as an RHS m240, does the RHS optional config change the behaviour of that unit based on the fact that he has an RHS weapon, or is that config only if you use the actual RHS units? I remember looking through the original one and seeing that it was mainly weapon configs. If that is how it works, what will change? Will machine gunners fire in full auto to suppress etc? Cheers Share this post Link to post Share on other sites
Robalo 465 Posted March 8, 2016 Hey robalo, with those optional configs you updated do they affect the units themselves or the weapons that any unit uses? Do you know what i mean? Its a bit hard to explain. If a custom unit which is scripted with specific gear such as an RHS m240, does the RHS optional config change the behaviour of that unit based on the fact that he has an RHS weapon, or is that config only if you use the actual RHS units? I remember looking through the original one and seeing that it was mainly weapon configs. If that is how it works, what will change? Will machine gunners fire in full auto to suppress etc? Cheers Just like I have configs for vanilla assets in the main pbo: - weapon configs (probably most important) dictate rate of fire, dispersion, range, switching fire modes; optics properly classified so when used the correct fire modes are used, suppressor effect on detection etc. - ammo configs dictate detection and suppression ranges, also which target types to use it against - unit configs assign them to skill level classes for this mod, but also parameters like camouflage, weapon selection Share this post Link to post Share on other sites
tonner 10 Posted March 8, 2016 Hi! I get the userconfig not found problem when I try ASR? I´ve got the userconfig file in the correct place. Any ideas? Share this post Link to post Share on other sites
Robalo 465 Posted March 8, 2016 Hi! I get the userconfig not found problem when I try ASR? I´ve got the userconfig file in the correct place. Any ideas? Read FAQ #2 and #4 Share this post Link to post Share on other sites
nicoliani 20 Posted March 9, 2016 If I host an internet game through ArmA to be able to play co-op, will this mod work? And does the second person need to have the mod installed? Share this post Link to post Share on other sites
Robalo 465 Posted March 9, 2016 If I host an internet game through ArmA to be able to play co-op, will this mod work? And does the second person need to have the mod installed? Yes. F.A.Q.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. Share this post Link to post Share on other sites
taydeer 10 Posted March 10, 2016 Hey Robalo! When do you think we will be able to get 0.9.28 on PWS? Is it just a matter of letting those guys know? Share this post Link to post Share on other sites