Guest Posted April 3, 2015 The new version has been frontpaged on the Armaholic homepage. ASR AI 3 v0.9.19Community Base Addons A3 ================================================ We have also "connected" these pages to your account on Armaholic. This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
rod6er 10 Posted April 4, 2015 Great job armaholic, no mention of it being 1.43+ on the download page. Share this post Link to post Share on other sites
d_pfrommer 10 Posted April 4, 2015 Is it intended for 1.43 or 1.42? Isn't the next major release on 4/8 going to be 1.42? Or am I off? Share this post Link to post Share on other sites
Guest Posted April 4, 2015 Great job armaholic, no mention of it being 1.43+ on the download page. Ahh, you can do it better and flawlessly ....excellent. Good troll boy! Share this post Link to post Share on other sites
gridd_66 10 Posted April 5, 2015 Just down loaded this and getting this ticket when i start game... have been using this mod for some time so not sure what this means? (Addon 'asr3_main' requires addon'A3_Weapon_F_Mark') can you help here with this? thanks Share this post Link to post Share on other sites
Moon_chilD 200 Posted April 5, 2015 Just down loaded this and getting this ticket when i start game... have been using this mod for some time so not sure what this means? (Addon 'asr3_main' requires addon'A3_Weapon_F_Mark') can you help here with this? thanks Releasing 0.9.19 in advance of the upcoming stable patch. So I'm very certain, that you need the dev branch to use the update right now...or you wait till Wednesday! Share this post Link to post Share on other sites
alexcroox 29 Posted April 5, 2015 Yer requires marksman DLC before it's even out, don't update until it comes out :/ Share this post Link to post Share on other sites
Wolfenswan 1 Posted April 8, 2015 (edited) Getting the following error in 0.9.19 on 1.42 stable. I have not seen this error in 1.42 RC using 0.9.19: if (_asrenabled) then {_this call asr_ai3_main_fnc_shootingStance}; _thi> Error position: <asr_ai3_main_fnc_shootingStance}; _thi> Error Undefined variable in expression: asr_ai3_main_fnc_shootingstance Appears only when creating units as ZEUS on a dedicated server. Edited April 8, 2015 by Wolfenswan Share this post Link to post Share on other sites
Robalo 465 Posted April 8, 2015 Care to elaborate why? Because it was a (minor) waste of CPU cycles and it is opposite to the idea of fine-tuning: https://community.bistudio.com/wiki/AI_Sub-skills#general Getting the following error in 0.9.19 on 1.42 stable. I have not seen this error in 1.42 RC using 0.9.19:Appears only when creating units as ZEUS on a dedicated server. Thx, will investigate. You sure Zeus dude is running the mod on his own machine ? Share this post Link to post Share on other sites
Zriel 12 Posted April 8, 2015 Because it was a (minor) waste of CPU cycles and it is opposite to the idea of fine-tuning: https://community.bistudio.com/wiki/AI_Sub-skills#generalThx, will investigate. You sure Zeus dude is running the mod on his own machine ? Yup, I was checking to see if it was already reported. Today we did the update of the mods, including yours. He was using MCC to spawn units, but it's probably the same as Spawning with Zeus Share this post Link to post Share on other sites
Wolfenswan 1 Posted April 8, 2015 Seeing more errors now, again on dedicated server but as a normal client: 0:03:41 Error in expression <1}) then { [_grp,_dangerCausedBy] spawn asr_ai3_main_fnc_broadcastInfo; }; > 0:03:41 Error position: <asr_ai3_main_fnc_broadcastInfo; }; > 0:03:41 Error Undefined variable in expression: asr_ai3_main_fnc_broadcastinfo 0:03:41 Error in expression <_ai3_main_getinweapons) then {_grp call asr_ai3_main_fnc_getInWeapons}; _cover> 0:03:41 Error position: <asr_ai3_main_fnc_getInWeapons}; _cover> 0:03:41 Error Undefined variable in expression: asr_ai3_main_fnc_getinweapons 0:03:41 Error in expression <CausedBy,_dangerUntil,_coverRange] call asr_ai3_main_fnc_moveToCover; }; > 0:03:41 Error position: <asr_ai3_main_fnc_moveToCover; }; > 0:03:41 Error Undefined variable in expression: asr_ai3_main_fnc_movetocover 0:03:46 Error in expression <1}) then { [_grp,_dangerCausedBy] spawn asr_ai3_main_fnc_broadcastInfo; }; > 0:03:46 Error position: <asr_ai3_main_fnc_broadcastInfo; }; > 0:03:46 Error Undefined variable in expression: asr_ai3_main_fnc_broadcastinfo 0:03:46 Error in expression <CausedBy,_dangerUntil,_coverRange] call asr_ai3_main_fnc_moveToCover; }; > 0:03:46 Error position: <asr_ai3_main_fnc_moveToCover; }; > 0:03:46 Error Undefined variable in expression: asr_ai3_main_fnc_movetocover 0:03:51 Error in expression <1}) then { [_grp,_dangerCausedBy] spawn asr_ai3_main_fnc_broadcastInfo; }; > 0:03:51 Error position: <asr_ai3_main_fnc_broadcastInfo; }; > 0:03:51 Error Undefined variable in expression: asr_ai3_main_fnc_broadcastinfo 0:03:51 Error in expression <CausedBy,_dangerUntil,_coverRange] call asr_ai3_main_fnc_moveToCover; }; > 0:03:51 Error position: <asr_ai3_main_fnc_moveToCover; }; > 0:03:51 Error Undefined variable in expression: asr_ai3_main_fnc_movetocover 0:03:56 Error in expression <1}) then { [_grp,_dangerCausedBy] spawn asr_ai3_main_fnc_broadcastInfo; }; > 0:03:56 Error position: <asr_ai3_main_fnc_broadcastInfo; }; > 0:03:56 Error Undefined variable in expression: asr_ai3_main_fnc_broadcastinfo 0:03:56 Error in expression <CausedBy,_dangerUntil,_coverRange] call asr_ai3_main_fnc_moveToCover; }; > 0:03:56 Error position: <asr_ai3_main_fnc_moveToCover; }; > 0:03:56 Error Undefined variable in expression: asr_ai3_main_fnc_movetocover 0:04:01 Error in expression <1}) then { [_grp,_dangerCausedBy] spawn asr_ai3_main_fnc_broadcastInfo; }; > 0:04:01 Error position: <asr_ai3_main_fnc_broadcastInfo; }; > 0:04:01 Error Undefined variable in expression: asr_ai3_main_fnc_broadcastinfo 0:04:01 Error in expression <_ai3_main_getinweapons) then {_grp call asr_ai3_main_fnc_getInWeapons}; _cover> 0:04:01 Error position: <asr_ai3_main_fnc_getInWeapons}; _cover> 0:04:01 Error Undefined variable in expression: asr_ai3_main_fnc_getinweapons 0:04:01 Error in expression <CausedBy,_dangerUntil,_coverRange] call asr_ai3_main_fnc_moveToCover; }; > 0:04:01 Error position: <asr_ai3_main_fnc_moveToCover; }; > 0:04:01 Error Undefined variable in expression: asr_ai3_main_fnc_movetocover 0:04:07 Error in expression <1}) then { [_grp,_dangerCausedBy] spawn asr_ai3_main_fnc_broadcastInfo; }; > 0:04:07 Error position: <asr_ai3_main_fnc_broadcastInfo; }; > 0:04:07 Error Undefined variable in expression: asr_ai3_main_fnc_broadcastinfo 0:04:07 Error in expression <_ai3_main_getinweapons) then {_grp call asr_ai3_main_fnc_getInWeapons}; _cover> 0:04:07 Error position: <asr_ai3_main_fnc_getInWeapons}; _cover> 0:04:07 Error Undefined variable in expression: asr_ai3_main_fnc_getinweapons 0:04:07 Error in expression <CausedBy,_dangerUntil,_coverRange] call asr_ai3_main_fnc_moveToCover; }; > 0:04:07 Error position: <asr_ai3_main_fnc_moveToCover; }; > 0:04:07 Error Undefined variable in expression: asr_ai3_main_fnc_movetocover 0:04:13 Error in expression <1}) then { [_grp,_dangerCausedBy] spawn asr_ai3_main_fnc_broadcastInfo; }; > 0:04:13 Error position: <asr_ai3_main_fnc_broadcastInfo; }; > 0:04:13 Error Undefined variable in expression: asr_ai3_main_fnc_broadcastinfo 0:04:13 Error in expression <_ai3_main_getinweapons) then {_grp call asr_ai3_main_fnc_getInWeapons}; _cover> 0:04:13 Error position: <asr_ai3_main_fnc_getInWeapons}; _cover> 0:04:13 Error Undefined variable in expression: asr_ai3_main_fnc_getinweapons 0:04:13 Error in expression <CausedBy,_dangerUntil,_coverRange] call asr_ai3_main_fnc_moveToCover; }; > 0:04:13 Error position: <asr_ai3_main_fnc_moveToCover; }; > 0:04:13 Error Undefined variable in expression: asr_ai3_main_fnc_movetocover 0:04:18 Error in expression <1}) then { [_grp,_dangerCausedBy] spawn asr_ai3_main_fnc_broadcastInfo; }; > 0:04:18 Error position: <asr_ai3_main_fnc_broadcastInfo; }; > 0:04:18 Error Undefined variable in expression: asr_ai3_main_fnc_broadcastinfo 0:04:18 Error in expression <CausedBy,_dangerUntil,_coverRange] call asr_ai3_main_fnc_moveToCover; }; > 0:04:18 Error position: <asr_ai3_main_fnc_moveToCover; }; > 0:04:18 Error Undefined variable in expression: asr_ai3_main_fnc_movetocover 0:04:24 Error in expression <1}) then { [_grp,_dangerCausedBy] spawn asr_ai3_main_fnc_broadcastInfo; }; > 0:04:24 Error position: <asr_ai3_main_fnc_broadcastInfo; }; > 0:04:24 Error Undefined variable in expression: asr_ai3_main_fnc_broadcastinfo 0:04:24 Error in expression <_ai3_main_getinweapons) then {_grp call asr_ai3_main_fnc_getInWeapons}; _cover> 0:04:24 Error position: <asr_ai3_main_fnc_getInWeapons}; _cover> 0:04:24 Error Undefined variable in expression: asr_ai3_main_fnc_getinweapons 0:04:24 Error in expression <CausedBy,_dangerUntil,_coverRange] call asr_ai3_main_fnc_moveToCover; }; > 0:04:24 Error position: <asr_ai3_main_fnc_moveToCover; }; > 0:04:24 Error Undefined variable in expression: asr_ai3_main_fnc_movetocover Both client and server are running the same version. The errors do not appear in the server's RPM. Share this post Link to post Share on other sites
Robalo 465 Posted April 8, 2015 Looks like the functions are not compiled in preinit. Which version of CBA are you using ? Share this post Link to post Share on other sites
Zriel 12 Posted April 9, 2015 (edited) Looks like the functions are not compiled in preinit. Which version of CBA are you using ? Latest dev, 1.20 in our case Though the last post errors, I'm not seeing them myself. Also playing as a normal client in a dedi server. Edited April 9, 2015 by Zriel Share this post Link to post Share on other sites
Wolfenswan 1 Posted April 9, 2015 (edited) Server and myself were running the latest official CBA release RC4, not the dev version of RC6 currently available. If Zriel says they're not seeing those errors pop up, I'll assume it's caused by the older CBA version and will make the switch asap. But why are the functions called for AI not local to the player? Edited April 9, 2015 by Wolfenswan Share this post Link to post Share on other sites
soulis6 24 Posted April 9, 2015 Game was crashing on me when I had ASR loaded, and tried to start a multiplayer game after the recent update. Tried a few times and got the same result, Arma would freeze after pressing the host game button, when first setting it up. Removed ASR mod and it worked fine, not sure what's going on there, didn't get any errors or anything that I could see. Share this post Link to post Share on other sites
Robalo 465 Posted April 9, 2015 Server and myself were running the latest official CBA release RC4, not the dev version of RC6 currently available.If Zriel says they're not seeing those errors pop up, I'll assume it's caused by the older CBA version and will make the switch asap. But why are the functions called for AI not local to the player? I'm using CBA rc6 and not seeing any errors at all. Which functions exactly you are refering to ? A lot of the functionality of this mod is server-side only, working with all AI units, local or remote. ---------- Post added at 13:23 ---------- Previous post was at 13:22 ---------- Game was crashing on me when I had ASR loaded, and tried to start a multiplayer game after the recent update. Tried a few times and got the same result, Arma would freeze after pressing the host game button, when first setting it up. Removed ASR mod and it worked fine, not sure what's going on there, didn't get any errors or anything that I could see. Make sure you're updating correctly, removing any trace of the old addon. Update the userconfig files too. Also update your CBA, there could be issues with old RC4 and 1.42. Share this post Link to post Share on other sites
Nikoteen 24 Posted April 9, 2015 (edited) Edit : deleted Edited April 9, 2015 by NikoTeen Share this post Link to post Share on other sites
Bears 10 Posted April 15, 2015 I'm using the 0.9.19 version with latest RHS optional config and I noticed with ASR running, the MK-1 EBR and the MK14 Olive/Camo cannot go into full auto mode, is this a bug? Share this post Link to post Share on other sites
Robalo 465 Posted April 15, 2015 I'm using the 0.9.19 version with latest RHS optional config and I noticed with ASR running, the MK-1 EBR and the MK14 Olive/Camo cannot go into full auto mode, is this a bug? Most likely a bug, will fix it for next release. Thanks Share this post Link to post Share on other sites
romeoquiznos 10 Posted April 15, 2015 Hello Robalo, Thank you for taking the time to create and keep this mod up to date. Question: What does the line "Mission makers can control these features by setting these global variables in init.sqf" mean in the userconfig sqf files? Do I need to alter or add something to my init.sqf? Thanks, -StoneComet Share this post Link to post Share on other sites
cuel 25 Posted April 15, 2015 You may edit the settings in your mission by changing the variables in init.sqf It's optional. Share this post Link to post Share on other sites
romeoquiznos 10 Posted April 16, 2015 You may edit the settings in your mission by changing the variables in init.sqfIt's optional. Thanks cuel. Now you got me curious. Anyway you might throw in some example code of what it might look like? Share this post Link to post Share on other sites
Robalo 465 Posted April 16, 2015 Thanks cuel. Now you got me curious. Anyway you might throw in some example code of what it might look like? It would look exactly like the userconfig. Say you want to disable the teamswitch handler for your particular mission, put this in init.sqf: asr_ai3_main_onteamswitch = 1; Same goes for any of the other options. Share this post Link to post Share on other sites
romeoquiznos 10 Posted April 16, 2015 It would look exactly like the userconfig. Say you want to disable the teamswitch handler for your particular mission, put this in init.sqf:asr_ai3_main_onteamswitch = 1; Same goes for any of the other options. OK thanks, and just to be clear any command lines put in the init.sqf will over-ride any settings in the userconfig and I think I'm starting to realize why a mission maker might do this. So you don't have to go into the server settings and change them for different missions, correct. Also, one more question: I'm using this mod with the ALiVE mod. If I disable the skill set userconfig and leave the behavior userconfig active I can still use the ALiVE AI skill module in tandem and the AI will communicate, throw smoke etc.? I'm thinking about using the ASR-ai mod for all the AI stuff but it took me a while to refine the settings in ALiVE for AI skill and I would have to do some testing to get ASR-ai to emulate that level of difficulty I've created. Thanks again...I've always enjoyed using this mod. Been away for a while from Arma so just trying to catch up. Share this post Link to post Share on other sites
Robalo 465 Posted April 17, 2015 Updated to 0.9.20 - fix full auto mode missing on a couple Mark DLC weapons - fix a case where searching for cover could lead to FPS loss - moved asr_ai3_main_onteamswitch setting to asr_ai3_settings.sqf so it can be set by server - AI rate of fire tweaks for SMGs (aiRateOfFireDispersion) - minor code optimisation If I disable the skill set userconfig and leave the behavior userconfig active I can still use the ALiVE AI skill module in tandem and the AI will communicate, throw smoke etc.? You can disable overriding unit skills by setting asr_ai3_main_setskills to 0 in userconfig if you prefer using the Alive module. The setting has nothing to do with the other features. Share this post Link to post Share on other sites