ollem
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Posts posted by ollem
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Limited time - Quick fix - untested though..:
https://dl.dropboxusercontent.com/u/96469595/tpwcas5.51/tpwcas5.51.zip
Please let me know if this solves the error.
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Thanks for the feedback - I'll release fixed release asap/soon :p
---------- Post added at 13:25 ---------- Previous post was at 13:19 ----------
Hi Ollem. We tested the new Version on our Dedi + HC but can´t get TPWCAS to work.Any ideas?
I'll have a look at HC again, though HC has issues in general.
The logic I use to determine the HC target is based on 'player', but I think I noticed that HC in some cases doesn't have a local 'player' object anymore.
Depends on the way the HC connects, and there things are not straightforward either.
The above is applicable for ArmA3.
do you have this issues with ArmA 2?
(HC for A2 used to work. I'm afraid I'm no longer able to support A2 HC due to lack of A2 environment, but I'm open for suggestions)
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I have a question regarding TPWLOS for ArmA II. If I remember, the embedded version in CAS is one that applies only in AI vs Player, whereas the standalone is AI vs AI and Player vs AI. What I wanted to ask was something a little more technical. I've no idea if you plan on updating it, but I've noticed the last few times I've used it, if I'm squad leader or alone in single player, I can visually get a red target marker over the enemy automatically, which I find weird. Usually it only is supposed to show up when you're asked to target a foe from someone who had more authority. Do you have any idea why that happens? It seems weird that if I'm walking and I don't actually see anyone, the game has gone out of its way to mark enemies for me. :PThis behavior was reported exactly one year ago by a few people, but after that I never heard anyone complain about it.
It's very likely linked to embedded TPWLOS indeed.
I had a look in the previous TPWCAS thread and found my own post telling I finally had seen it and thought I had it fixed.
However, we usually have it disabled when we played A2 and have moved to A3 now.
So therefore I'm sorry but I'm afraid it will be a very low priority issue for me :-/
If you increase difficulty it seems to go away.
If that is no option I recommend to use the 'original' TPWLOS for SP.
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I'll fix - wrap - sign the addon asap - too busy now but I aim to release before the weekend..I'm happy I didn't specify which weekend :p
Here updated ArmA2 version which should work with latest A2 patch:
(please let me know if it works - I haven't had the chance to test it...)
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It's right the mod is running on both server and HC in case of tpwcas_mode = 3.
(in case of tpwcas_mode = 2 it will run by default on all systems, including server and HC)
It needs to run on both while in case of tpwcas_mode = 3 only AI local to the system will be monitored.
So if AI si spawned at the HC, tpwcas needs to be active at the HC to be able to monitor those AI.
In case of mod usage with tpwcas_mode = 3, please make sure the mod is active on both server and HC.
About CBA:
Most CBA calls are already replaced by BIS commands.
For SP the 'CBA per frame Eventhandler' is still used, but I could consider to use the MP code for that too.
I just noticed I missed one CBA call in the civilian 'run for it' code.
I will change these for next release and then CBA is no longer a requirement at all.
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HC currently is broken for me too - just like for others:
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I am in doubt : do I still have to launch TWPLOS with TWPCAS or TPWLOS is now inclued in TPWCAS ?EDIT : oh btw I'm talking about A2 not A3 version
TPWLOS has been embedded in TPWCAS for quite a while already.
However, the embedded version is a modified version for Mulitplayer compatibiliy.
For Single player if you like TPWLOS I do recommend to use TPWLOS from TPWMOD.
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I'll fix - wrap - sign the addon asap - too busy now but I aim to release before the weekend..
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Nice work!
Might be useful for debugging: track.sqf
A few weeks ago I also updated Kronzky's track script for A3 personal use.
May help you - though I guess I better quickly ask him if he minds sharing this version here..
usage:
Put the following in the init of single unit to track single unit:
[this, "WP"] execVm format ["track.sqf"];
Put the following in the init of leader of group to track group leader and all group members individually:
[this, "GROUP","WP"] execVm format ["track.sqf"];
(Group members will have a limited length white trace)
Note: for group member tracking the script calls itself at line 157 - adjust path if not placed in root. (Should have made/used a function here...)
Updated Kegetys' script with 'auto action focus' option: updated Kegtys' Spectator script
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Updated to version 3.5
Added Auto Action focus - see start post
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Thanks for your help, glad to see I am not going crazy (yet). Could you point me to where that workaround is described? I looked back many pages and did not find it (though perhaps I missed it).Sorry for the confusion: tpw used it in his mod and i use it in tpwcas.
For upsmon it might be option to trigger crouched position by setting bahavior to aware in stead of setunitpos "middle"
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-Ambush: With this argument, I get units which raise and lower their weapons repeatedly. Any idea why?
This behavior is related to forcing an AI unit in "MIDDLE" position and back to UP/AUTO again.
For some unknown reason they get stuck in the raising/lowering sequence.
tpw found a workaround we could use.
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I indeed removed the road check a while ago while we already checking measurements/heights, but we will add it back in asap :-)
Thank you all for contibution to this thread.
@Gagi: I will check your 'admin' check related to HC.
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2. The map IN the editor: please allow a small button that will let us switch from the satellite to the topographic map and back. I find the topo map much more valuable when picking a town/outpost to build a mission around.
Toggle option would be nice.
Easier solution is a hybrid solution by reducing the satellite image saturation.
To improve visibility of altitude lines etc modify in file "mcc_dialogs.hpp" line 368
from:
maxSatelliteAlpha = 0.85;to:
maxSatelliteAlpha = 0.35; -
Above where? Is the link in the first post updated?I actually referred to my post Nov 15 2013, 17:21 #173 but I've updated start post as well now :-)
---------- Post added at 22:43 ---------- Previous post was at 22:39 ----------
Still no debugs balls with HCAre you sure AI is actually spawned at HC?
HC no longer worked properly for me in case HC automatically picks the first available player slot.
forceHeadlessClient=1; doesn't work at all for me currently, so a bit hard to verify and/or chase potential bugs.
If HC is working for you, when HC picks a player slot does it disappear for you or stays visible?
In cases it disappears I think I noticed the funtion I used to determine if the system is an HC no longer works properly.
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Some more info about Bis default zone restriction module: http://community.bistudio.com/wiki/Zone_Restriction
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For temporary workaround please remove the mags entry completely from the .hpp file. I will check later today.
-----update -----
I believe the error is caused by the space in between tpwcas_mags and [].
So should be tpwcas_mags[] = { etc,etc... };
Updated .hpp in zip file link above
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I'm the only one having this error when trying to launch Arma3 with Tpwcas v5.3 ?http://i251.photobucket.com/albums/gg314/Neodammerung3333/Others/tpwcas_a3_v53.jpg~original
Btw I did replace the .hpp file in the userconfig folder
Oops - missed that one - updated the link with fixed userconfig .hpp file
as mentioned by Lordprimate fix is to replace [] by {} :
tpwcas_mags =
[
"B_9x21_Ball",
"B_9x21_Ball_Tracer_Green",
"B_556x45_dual"
];
tpwcas_mags[] =
{
"B_9x21_Ball",
"B_9x21_Ball_Tracer_Green",
"B_556x45_dual"
};
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Hi Lordprimate - you didn't mess up - I did.
I replaced the CBA based MP debug trigger by a BIS default BIS_fnc_MP call, but forgot to include quotes around the function name:
To call the debug ball color change locally use:
[_x, _cas_ball, 3] spawn tpwcas_fnc_client_debug; //yellow
but for remote calls it should be
[[_x, _cas_ball, 3],"tpwcas_fnc_client_debug",true,false] spawn BIS_fnc_MP;
About the BIS_fnd_instring issue: maybe it helps to convert the found objects to strings explicitly by using
(str _x)
instead of
(_x)
?
------update: did some test ---------------
The code syntax seems to be okay.. are you sure the filter doesn't work?
diag_log str [(nearestObjects [player, ['All'], 30])]; tpwcas_fnc_cover_filter = { if (["empty", (format ["%1", _this])] call BIS_fnc_inString) exitWith { diag_log str [_this]; false }; true }; _objects = [ (nearestObjects [player, ["All"], 30]), { _x call tpwcas_fnc_cover_filter } ] call BIS_fnc_conditionalSelect; diag_log "-- READY --"; diag_log str [_objects];
result in log:
"[[b Platoon Lead:1 (Ollem2),2770c800# 1806216: empty.p3d,46e64100# 1806212: empty.p3d,2770f900# 1806214: empty.p3d,4dc45600# 1806218: empty.p3d,2770cf00# 1806217: empty.p3d,4dc44100# 1806219: empty.p3d,2770c100# 1806215: empty.p3d,46e64800# 1806211: empty.p3d,2770d600# 1806213: empty.p3d,Agent 0x58d92080,4db40100# 1806185: hbarrier_5_f.p3d,4db40800# 1806184: hbarrier_5_f.p3d,4db37900# 1806186: hbarrier_5_f.p3d]]" "[2770c800# 1806216: empty.p3d]" "[46e64100# 1806212: empty.p3d]" "[2770f900# 1806214: empty.p3d]" "[4dc45600# 1806218: empty.p3d]" "[2770cf00# 1806217: empty.p3d]" "[4dc44100# 1806219: empty.p3d]" "[2770c100# 1806215: empty.p3d]" "[46e64800# 1806211: empty.p3d]" "[2770d600# 1806213: empty.p3d]" "-- READY --" "[[b Platoon Lead:1 (Ollem2),Agent 0x58d92080,4db40100# 1806185: hbarrier_5_f.p3d,4db40800# 1806184: hbarrier_5_f.p3d,4db37900# 1806186: hbarrier_5_f.p3d]]"
I ran the following command (so without overwriting the filter call - note: do this after restart :-) ):
diag_log str [(nearestObjects [player, ['All'], 30])]; _objects = [ (nearestObjects [player, ["All"], 30]), { _x call tpwcas_fnc_cover_filter } ] call BIS_fnc_conditionalSelect; diag_log "-- READY --"; diag_log str [_objects];
"[[2770c800# 1806216: empty.p3d,46e64100# 1806212: empty.p3d,2770f900# 1806214: empty.p3d,4dc45600# 1806218: empty.p3d,4dc44100# 1806219: empty.p3d,25c42b00# 499148: cargo_house_v1_f.p3d,25c43900# 499071: u_addon_02_v1_f.p3d,25c5ab00# 499143: spp_transformer_f.p3d,25c59600# 499147: cargo_house_v1_f.p3d,25c43200# 499053: cargo_house_v1_f.p3d,25c3c100# 498948: shed_small_f.p3d]]"
so the tpwcas_fnc_cover_filter function seems to work?
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Fixed debug issue + some minor bit and pieces:
script only: tpwcas_A3_script_v5.3.zip
Mod + script Packaged: tpwcas_A3_v5.3.zip
HC seems to have an issue with other mods for me too
(The method I used to trigger scripts/functions on HC does not seem to work anymore, i.E. the way to determine the HC target.)
I had the issue with MCC and I checked and noticed VTS is using the same method
Issue is related to spawning units on HC, not tpwcas - I still think that should be okay in combination with HC.
needs some further investigation...
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Update to what I said yesterday, IA behaviour is good with HC on dedi, BUT they wait to get one bullet ON THEM before moving and find cover. Is this the standard tpwcas behaviour ?I don't thinks it was working yesterday, but today with a new version of the VTS mission, this is what I get.
And here are the logs :
server : http://www.mediafire.com/download/924u75i42814s2c/arma3server_2013-11-11_09-00-37.rpt
hc : http://www.mediafire.com/download/ztql5jwx8v8out7/arma3_2013-11-11_09-00-39.rpt
I've checked your logs but they don't provide a lot of detail other then that TPWCAS seems to be started correctly on both server, HC and client.
The same test with tpwcas_debug = 2 should provide a better view.
I'll try to run a test myself asap.
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Looked at the debug code but I do not see what's wrong either.
I doubt BIS_fnc_MP is the error, but I play/develop on stable only - so could be dev branch issue
Will try to have a proper look at it this weekend.
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Right answer:
if ( isServer || tpwcas_isHC ) then " => otherwise HC might not be started correctly
" nul = [] execvm "\tpwcas\tpwcas_init.sqf";" => though " nul = [] execvm "tpwcas\tpwcas_init.sqf";" should be okay too the '\' is better in case of mod.
TPWCAS - TPWC AI Suppression System
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Okay - this is a new error I do recognize from the A3 version and I can use that same file to fix it