Mr Groch 0 Posted January 10, 2008 Dedicated server using the same version of XEH and VFAI_smokeshell (1.2 from 2.3 release) as I, client, player connected to that server... PS. I have tried to test it even, when all other addons on the server was disabled (only VFAI and XEH) Hmm... at the time you tried with only the VFAI and XEH addon(s), where were they placed and what -mod=... shortcut did you use? @ai_fixes\addons, and used -mod=dbe1;@ai_fixes for the server You can try and connect: http://stats.swec.se/server/data/52360 And chose test.sara or test2.sara missions - that are my sample missions where I have tested it (in test, enemy AI has manually added SmokeShell, in test2 - not) Share this post Link to post Share on other sites
Deadeye 1 Posted January 11, 2008 Better late than never Here is the ArmedAssault.info Mirror : http://www.armedassault.info/index.php?cat=utilities&id=26 Share this post Link to post Share on other sites
VictorFarbau 0 Posted January 11, 2008 Thanks for all the mirrors guys - I know the community appreciates this Regards, VictorFarbau Share this post Link to post Share on other sites
VictorFarbau 0 Posted January 11, 2008 @Mr Groch - I think only you can solve this by trying in a clean (completely addonless) environment. But I can tell you one thing. If Smokeshell.AI is installed then every unit spawned on the map gets a Smokeshell added to its inventory (using the XEH init part). If you have units on your clean map that don't have smokeshells at all then the addon has not been run at all - for god knows what reasons. Probably the event system has been broken by some other addon again. VictorFarbau Share this post Link to post Share on other sites
Mr Groch 0 Posted January 12, 2008 @Mr Groch - I think only you can solve this by trying in a clean (completely addonless) environment. But I can tell you one thing. If Smokeshell.AI is installed then every unit spawned on the map gets a Smokeshell added to its inventory (using the XEH init part).If you have units on your clean map that don't have smokeshells at all then the addon has not been run at all - for god knows what reasons. Probably the event system has been broken by some other addon again. VictorFarbau I have been using only DBE1, nothing else... And offcourse XEH and VFAI smokeshell. That smokeshell should be added to all units on the server? Even players that don't have VFAI smokeshell addon? PS. I am also testing XAM on our server (not together with VFAI offcourse), and there is also XEH used, and all is working fine Only with VFAI I have problem on our server... PS. This is Linux dedicated server.. Are you using something windows-only in your addon? Share this post Link to post Share on other sites
killswitch 19 Posted January 12, 2008 PS. This is Linux dedicated server.. Are you using somethingwindows-only in your addon? I've tested XEH 1.0 and VFAI 2.3 on a dedicated Linux ArmA 1.08 server ("-mod=dbe1;test") and the smoke throwing works just fine. I made a test mission with a solder and a civvie and when the latter takes a bullet, he will eventually stand up and throw a smokeshell. Could it be that you have a third-party addon in the standard BIS addons/ and dbe1/addons folders that breaks XEH? Share this post Link to post Share on other sites
Mr Groch 0 Posted January 12, 2008 PS. This is Linux dedicated server.. Are you using somethingwindows-only in your addon? I've tested XEH 1.0 and VFAI 2.3 on a dedicated Linux ArmA 1.08 server ("-mod=dbe1;test") and the smoke throwing works just fine. I made a test mission with a solder and a civvie and when the latter takes a bullet, he will eventually stand up and throw a smokeshell. Could it be that you have a third-party addon in the standard BIS addons/ and dbe1/addons folders that breaks XEH? After next wave of tests, I have discovered the source of the problem! VFAI smokeshell addon will not work when DooACS is enabled on the server... (Doolittle Anti-Cheat System) http://www.flashpoint1985.com/cgi-bin....38;st=0 Why? I don't know, but I think that this can be considered as a bug... By the way, VFAI works with new XEH and old one (Extended Init Eenthandler). VFAI works when addon is placed on the server side only - players don't need to have this addon. Share this post Link to post Share on other sites
VictorFarbau 0 Posted January 12, 2008 Quote[/b] ]VFAI works when addon is placed on the serverside only - players don't need to have this addon. Not entirely correct. Read the "Installation" section in the readme, it is important. VictorFarbau Share this post Link to post Share on other sites
Dwarden 1125 Posted January 12, 2008 lol Dooacs now that explains why i was unable to get it to work properly too but removed it because of other issues ... thanks Groch that You figured this out... Share this post Link to post Share on other sites
killswitch 19 Posted January 12, 2008 After next wave of tests, I have discovered the source of the problem!VFAI smokeshell addon will not work when DooACS is enabled on the server... (Doolittle Anti-Cheat System) http://www.flashpoint1985.com/cgi-bin....38;st=0 Why? I don't know, but I think that this can be considered as a bug... Actually, that would be what's called a feature . It means that DooACS is working properly and disables XEH. (Maybe it would be useful to have DooACS allow XEH server-side though.) Share this post Link to post Share on other sites
Sonsalt 0 Posted January 14, 2008 Amazing work there I was wondering if you could make something like a suppression AI The AI (MG) should continue to fire for a while at the position he last saw the enemy, if he is uncertain if he killed him . Can you code something like this ? Share this post Link to post Share on other sites
manzilla 1 Posted January 15, 2008 Like removed. Check the post below for the correct link. Share this post Link to post Share on other sites
NeMeSiS 11 Posted January 15, 2008 Amazing work there I was wondering if you could make something like a suppression AI The AI (MG) should continue to fire for a while at the position he last saw the enemy, if he is uncertain if he killed him . Can you code something like this ? There is a Suppression dl. It's Seconds Suppression script that somebody made into a .pbo. Try this link: http://www.flashpoint1985.com/cgi-bin....10;st=0 The dl is in the first post. Make sure to dl the "pbo from rapidshare" link. People should be using the XEH compitable version: On the middle of the page, by Mr_Centipede. Share this post Link to post Share on other sites
s_Hole 0 Posted January 15, 2008 some suppression addon i tried earlier broke the sight adjustment addon check this if you apply it Share this post Link to post Share on other sites
Dwarden 1125 Posted January 15, 2008 not if both are XEH compatible ... Share this post Link to post Share on other sites
kroky 1 Posted January 15, 2008 The sight adjustment addon has been made XEH by Solus himself. It's called the bridge addon. Look in the XEH thread in Addos and Mods complete. Share this post Link to post Share on other sites
Dwarden 1125 Posted January 16, 2008 there is completely XEH compliant config.cpp so no need for bridge ... i think KillSwitch done it ... guess there is way too big chaos with multiple EEH XEH addon versions ... Share this post Link to post Share on other sites
manzilla 1 Posted January 16, 2008 Amazing work there I was wondering if you could make something like a suppression AI The AI (MG) should continue to fire for a while at the position he last saw the enemy, if he is uncertain if he killed him . Can you code something like this ? There is a Suppression dl. It's Seconds Suppression script that somebody made into a .pbo. Try this link: http://www.flashpoint1985.com/cgi-bin....10;st=0 The dl is in the first post. Make sure to dl the "pbo from rapidshare" link. People should be using the XEH compitable version: On the middle of the page, by Mr_Centipede. ofpforum, Thanks for catching that for me. That's the one I was looking for, I didn't realize there are other versions. I admit, I didn't read the first post. I looked for Mr. Centipede's post but couldn't remember the name, like an idiot I was searching for Mr. Burns instead. My apologies to all. Share this post Link to post Share on other sites
Sonsalt 0 Posted January 16, 2008 Thanks but I was rather looking for the AI to lay down some suppression fire on others, like in this clip http://www.youtube.com/watch?v=3DXxwRVzy4s&feature=related YouTube - MDX SuppFire Demo video Regretfully the author has not finished this mod yet. A suppression mod along with the VFAI mod would be great the AI would lay down suppression fire and not running out of ammo anymore Share this post Link to post Share on other sites
kroky 1 Posted January 16, 2008 Believe me: Once SLX mod will be public, you will never look for another suppression mod anymore! Share this post Link to post Share on other sites
Robalo 465 Posted January 16, 2008 People should be using the XEH compitable version: On the middle of the page, by Mr_Centipede. But that one also has the famous missing ; bug which might break stuff. Instead of: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Extended_Init_EventHandlers { class Man { 2nd_suppress_init = "_this exec ""\2nd_suppression\Second_suppress_l.sqs""" }; }; Should be: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Extended_Init_EventHandlers { class Man { 2nd_suppress_init = "_this exec ""\2nd_suppression\Second_suppress_l.sqs"";"; }; }; I was just checking to see if I have the correct version when I saw this, thought I'd share the info, sorry for the offtopic. Share this post Link to post Share on other sites
VictorFarbau 0 Posted January 17, 2008 Please move this discussion to the "Second supression" script thread - there is no point in repeatedly bumping the VFAI thread up while discussing a totally different addon. Thank you! VictorFarbau Share this post Link to post Share on other sites
icebreakr 3157 Posted February 7, 2008 VictorFarbau: whats the easiest way to disable civilians from picking up guns? My team wiped out entire village on a mission while I was absent from action previous week... Share this post Link to post Share on other sites
VictorFarbau 0 Posted February 7, 2008 @IceBreakr - if you use custom made missions no problem. They would just need this type of code in the init.sqs (if that's still the file executed at mission start, not 100% sure now). Quote from the readme: Quote[/b] ]VFAI_disable_civ = 1; publicVariable "VFAI_disable_civ"; This would disable VFAI_Equipment for all civilians Otherwise you'd need to de-PBO your missions there and add this manually as well. Regards, VictorFarbau Share this post Link to post Share on other sites
icebreakr 3157 Posted February 7, 2008 Tnx, i've deleted the readme, my fault :/ Share this post Link to post Share on other sites