Robalo 465 Posted January 20, 2015 (edited) I looked harder and found a weird sleep in the movetocover routine. Must be what was causing delays in movements between waypoints. Will be patched after I test latest changes a bit more. Edited January 21, 2015 by Robalo Share this post Link to post Share on other sites
alanford 27 Posted January 20, 2015 So does that mean that I need to run dragonfyre on the server? Share this post Link to post Share on other sites
cholo 11 Posted January 21, 2015 I looked harder and found a weird sleep in the movetocover routine. Must be what was causing delays in movements between waypoints. Will be patched after I test latest changes a bit more. ÙÙsee , i told you :D Share this post Link to post Share on other sites
potemps 1 Posted January 21, 2015 Hello I wanted to take a look at the new version of the ASR AI mod, but ive spotted strange problem with AI that never showed up before. I placed 2 squads on a map and i set a waypoint to bluefor group to attack the opfor positions, but i found, that almost immediately after they spot each other they just stopping any movement (finding cover etc) and just standing in front of enemy and shooting without any move. I spotted the same problem with Vcom AI, and i believe - if i will disable any mods it's gonna look the same. Im using traditional method of running mods via shorcut, but i also tried steam startup parameters, and arma 3 launcher, im using latest cba_a3 version + nosplash and world=empty in command line. I recorded a video from this fierce battle. If anyone spotted this problem before i will be grateful for help :) Share this post Link to post Share on other sites
seba1976 98 Posted January 21, 2015 So does that mean that I need to run dragonfyre on the server? On a dedicated? No. Just the opposite. Share this post Link to post Share on other sites
alanford 27 Posted January 21, 2015 On a dedicated? No. Just the opposite. Thought so. So if asr_ai3 is a server side mod, why is there anything regardin dragonfyre in there? But here's my other more important question: Does the AI share information over the radio instantly? AKA: if me and my team execute a perfect stealth attack to an AI group, and kill them in under, lets say 5 seconds, do the AI still radio our last known position to other AI units? Share this post Link to post Share on other sites
seba1976 98 Posted January 21, 2015 ÙÙsee , i told you :D Yes, you did :). Once the new version is out, could you please report if your issue is solved? ---------- Post added at 11:32 ---------- Previous post was at 11:26 ---------- Thought so. So if asr_ai3 is a server side mod, why is there anything regardin dragonfyre in there? Simple answer: it's not "a server side mod". It's recommended to run it in clients too. Share this post Link to post Share on other sites
Robalo 465 Posted January 21, 2015 Thought so. So if asr_ai3 is a server side mod, why is there anything regardin dragonfyre in there? Believe it or not, there are people playing SP or hosting games while using ASR_AI3 and DragonFyre :) Plus I've already explained about this if you care to read a few posts back. But here's my other more important question: Does the AI share information over the radio instantly? AKA: if me and my team execute a perfect stealth attack to an AI group, and kill them in under, lets say 5 seconds, do the AI still radio our last known position to other AI units? There's a delay of 10 to 30 seconds. If you kill them before that, nothing is announced of course. Tip: kill the leader ASAP. Share this post Link to post Share on other sites
cholo 11 Posted January 21, 2015 Yes, you did :). Once the new version is out, could you please report if your issue is solved?sure i will check from 0 to 10 :D and give you reports :) Share this post Link to post Share on other sites
rebelvg 281 Posted January 22, 2015 Got this error when AI units are getting closer to the players. ASDG_jr is installed on both server and all clients. http://i.imgur.com/ccxbEsF.jpg Share this post Link to post Share on other sites
Robalo 465 Posted January 22, 2015 Got this error when AI units are getting closer to the players.ASDG_jr is installed on both server and all clients. http://i.imgur.com/ccxbEsF.jpg Are you running the latest RHS AI config ? It's linked in first post, was updated on 19th. Share this post Link to post Share on other sites
rebelvg 281 Posted January 22, 2015 Are you running the latest RHS AI config ? It's linked in first post, was updated on 19th. Forgot to mention it. Yes, I'm running rhs and caf_ag configs. They are up to date. We have asr_ai only on server. Share this post Link to post Share on other sites
Robalo 465 Posted January 22, 2015 (edited) Forgot to mention it. Yes, I'm running rhs and caf_ag configs. They are up to date.We have asr_ai only on server. The error message indicates you're not using the rhs ai config somewhere. If you're not loading it on all clients then I suggest you set asr_ai3_main_dayscope to 0 in userconfig. Edited January 22, 2015 by Robalo Share this post Link to post Share on other sites
rebelvg 281 Posted January 22, 2015 The error message indicates you're not using the rhs ai config somewhere. If you're not loading it on all then clients I suggest you set asr_ai3_main_dayscope to 0 in userconfig. Got it, will try it a bit later. So to make this work properly we need asr_ai on all clients and rhs/caf_ag configs on all clients too? Thanks. Share this post Link to post Share on other sites
Robalo 465 Posted January 22, 2015 Got it, will try it a bit later.So to make this work properly we need asr_ai on all clients and rhs/caf_ag configs on all clients too? Thanks. What is happening when you have asr_ai3_main_dayscope enabled is that at night time the weapon sight gets replaced with another one that looks the same but is used differently by the AI (forces them to use it as a cqb sight). If the sight gets replaced on your server and your clients do not have a config for it then they get the error. So if you want that feature enabled you need both ASR AI and it's RHS config on clients. Share this post Link to post Share on other sites
nullsys 10 Posted January 22, 2015 Now getting multiple errors as a client on this latest version. 23:03:04 Error in expression <_asrenabled = asr_ai3_sysdanger_enabled == 1;_grp = g> 23:03:04 Error position: <asr_ai3_sysdanger_enabled == 1; _grp = g> 23:03:04 Error Undefined variable in expression: asr_ai3_sysdanger_enabled 23:03:04 Error in expression <_asrenabled = asr_ai3_sysdanger_enabled == 1; _grp = g> 23:03:04 Error position: <asr_ai3_sysdanger_enabled == 1; _grp = g> 23:03:04 Error Undefined variable in expression: asr_ai3_sysdanger_enabled 23:03:04 Error in expression <_asrenabled = asr_ai3_sysdanger_enabled == 1; _grp = g> 23:03:04 Error position: <asr_ai3_sysdanger_enabled == 1; _grp = g> 23:03:04 Error Undefined variable in expression: asr_ai3_sysdanger_enabled 23:03:04 Error in expression <_asrenabled = asr_ai3_sysdanger_enabled == 1; _grp = g> 23:03:04 Error position: <asr_ai3_sysdanger_enabled == 1; _grp = g> 23:03:04 Error Undefined variable in expression: asr_ai3_sysdanger_enabled 23:03:04 Error in expression <["lastGestFreezeT",time]; }; }; }; if (_asrenabled) then { if (asr_ai3_sysdang> 23:03:04 Error position: <_asrenabled) then { if (asr_ai3_sysdang> 23:03:04 Error Undefined variable in expression: _asrenabled 23:03:04 Error in expression <["lastGestFreezeT",time]; }; }; }; if (_asrenabled) then { if (asr_ai3_sysdang> 23:03:04 Error position: <_asrenabled) then { if (asr_ai3_sysdang> 23:03:04 Error Undefined variable in expression: _asrenabled 23:03:04 Error in expression <["lastGestFreezeT",time]; }; }; }; if (_asrenabled) then { if (asr_ai3_sysdang> 23:03:04 Error position: <_asrenabled) then { if (asr_ai3_sysdang> 23:03:04 Error Undefined variable in expression: _asrenabled 23:03:04 Error in expression <["lastGestFreezeT",time]; }; }; }; if (_asrenabled) then { if (asr_ai3_sysdang> 23:03:04 Error position: <_asrenabled) then { if (asr_ai3_sysdang> 23:03:04 Error Undefined variable in expression: _asrenabled Share this post Link to post Share on other sites
jcae2798 132 Posted January 22, 2015 Just to confirm, for the latest version and in SP, do we use only the config.sqf userconfig file? Can/Should we delete the other *.HPP file? Share this post Link to post Share on other sites
miller 49 Posted January 22, 2015 Thanks Robalo ArmA3.de Mirror updated: Asr ai 3 by Robalo (v0.9.14) Kind regards Miller Share this post Link to post Share on other sites
Robalo 465 Posted January 22, 2015 @nullsys You have some files from the older version, remove all asr_ai3 files and install latest version. @JCae2798 Correct, settings are now in the sqf file (will be split in 2 next update), you can remove the hpp file. Share this post Link to post Share on other sites
nullsys 10 Posted January 23, 2015 By default, a lower level number means a better skilled unit [ "general",[0.50,0.2], "aiming",[0.05,0.1], "spotting",[0.10,0.2] ], // 7: no military training [ "general",[0.75,0.2], "aiming",[0.30,0.1], "spotting",[0.35,0.2] ], // 2: sf 2 (recon units, divers and spotters) So why does special forces have a higher value? Also, why is the "main_level_units" section blank arrays? Share this post Link to post Share on other sites
seba1976 98 Posted January 23, 2015 So why does special forces have a higher value?Also, why is the "main_level_units" section blank arrays? They don't. You're whatching the wrong numbers. 7 and 2 are the ones the first quote refers to. Share this post Link to post Share on other sites
Robalo 465 Posted January 23, 2015 _level_units is only provided as an option to override existing level classification which is normally done via configs (asr_ai_level in cfgvehicles) Share this post Link to post Share on other sites
DGeorge85 10 Posted January 23, 2015 About the new parameter "aiRateOfFireDispersion"...I read in the dev branch thread that you found it adds random delay between shots, which sounds really awesome and should add a much more realistic feel to the AI's firing behavior. I guess I'm wondering if this new parameter is used by default now in the current 1.38 stable branch, and will ASR_AI need an update to utilize it? Share this post Link to post Share on other sites
markh7991 10 Posted January 24, 2015 Does this mod mix well with MCC GAIA? Share this post Link to post Share on other sites
Robalo 465 Posted January 24, 2015 About the new parameter "aiRateOfFireDispersion"...I read in the dev branch thread that you found it adds random delay between shots, which sounds really awesome and should add a much more realistic feel to the AI's firing behavior. I guess I'm wondering if this new parameter is used by default now in the current 1.38 stable branch, and will ASR_AI need an update to utilize it? It's not included in stable yet. I expect it will just work when available but will see if there's anything that can be tweaked. ---------- Post added at 13:53 ---------- Previous post was at 13:52 ---------- Does this mod mix well with MCC GAIA? Can't answer that, haven't used MCC in a while but I did make sure that scripted reactions are skipped for groups on which GAIA is active on. Share this post Link to post Share on other sites