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I don't know how to.

C:\Users\yourpcusername\AppData\Local\Arma 3

just change yourpcusername with yous.

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Try running just CBA_A3 and ASR_AI mods and see if it still crashes. Some of the other mods you are using may be causing this.

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Try running just CBA_A3 and ASR_AI mods and see if it still crashes. Some of the other mods you are using may be causing this.

Launches fine. I'll start turning mods on one by one to see which it is.

---------- Post added at 13:42 ---------- Previous post was at 13:25 ----------

It's ShackTac Group Indicators.

---------- Post added at 13:48 ---------- Previous post was at 13:42 ----------

And ShackTac Interact.

---------- Post added at 13:56 ---------- Previous post was at 13:48 ----------

Never mind. Update. I loaded mods in small batches, and it was launching the server up until the only two mods left were ShackTac Interact and Group Indicators. At which point, I turned them both on, and the server failed to launch. I've turned them both off, and the server won't launch now. I have no idea how this even works.

---------- Post added at 14:03 ---------- Previous post was at 13:56 ----------

Run a few tests, and yes, it is both Group Indicators and Interact. If either of them are running it crashes.

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Hi,

This may have been asked before but the search doesn't kick anything up: is it possible to use the ASR AI mod with AISS2 mod? (http://www.armaholic.com/page.php?id=22892)

We have been using AISS2 for a while now but some of the functions in ASR AI look like they would really be of use to enhance the combat environment so it would be great if they work together!

Cheers

V

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Question for you AI experts. The BECTI Warfare - Seattle, WA server is having an issue with night time and I suspect it could be AI related (we use ASR AI server side). Under a large player load (30+ players) and a night time setting the server FPS goes down to 5-7fps. If I change it to day time server FPS immediately jump back to healthy levels of 35-40fps. Also, during times when we are reaching DUSK (fading light) the server FPS goes into a nose dive. For the longest time I was confused on how night/dusk could effect server FPS since a dedicated server doesn't care about day/night until someone mentioned that AI visual reach is changing during this time. We have a HIGH AI count on the server (150-200+) and players can have anywhere from 4-11 AI each.

What do you guys think? Is this an AI issue or am I missing something? Why would server FPS decrease from 35-40fps to 5-7fps just because it's night time?

Thanks for the help!

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@SpanishSurfer

Please test with dynsvd = 0 in your server userconfig and see if that changes anything. If it's not, recommend putting it then back to 1.

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@SpanishSurfer

Please test with dynsvd = 0 in your server userconfig and see if that changes anything. If it's not, recommend putting it then back to 1.

Thank you for the reply, I will test and report.

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Most scripted features are running server-side only and apply to client AI too. Only the server hpp matters in this case.

But there are also a few features which run where AI is local (the ones triggered from the danger.fsm):

- sharing target info with nearby groups

- reacting to danger

So all settings under class sysdanger are taken from the local userconfig hpp.

Settings under sysaiskill are server-side.

Note that besides scripted features, the mod also contains custom configs for AI weapon dispersion, rate of fire, engagement ranges, sensitivity etc.

For a complete experience, whenever AI is used on a client computer, the mod should also be installed there, to make use of those configs.

There's nothing special to be done for HC, install/activate the mod as you'd do on any client.

Thanks for your reply Robalo. those extra features you talk of, if the dedicated server is running the mod like normal (no headless) then does the ai benifit from all clients running the mod too?

Currently none of our group run the mod, only server.

Also we use our own "radionet" so the asr one is not used

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Thanks for your reply Robalo. those extra features you talk of, if the dedicated server is running the mod like normal (no headless) then does the ai benifit from all clients running the mod too?

Only when the client is running AI, like with Zeus, GM spawns AI on his machine, or with the Alive CQB module or with Warfare type missions where a player can lead his own squad of AI.

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Lots of these ones flying around, Rob. I get a feeling that they pop up when a unit dies at a certain time.

Error in expression <(_distance < 150 && !_early) then {
if (asr_ai3_sysdanger_enabled == 1) then {
i>
 Error position: <asr_ai3_sysdanger_enabled == 1) then {
i>
 Error Undefined variable in expression: asr_ai3_sysdanger_enabled
File x\asr_ai3\addons\sysaiskill\fnc_firedEH.sqf, line 269

I doubt that it helps, but I've got sysdanger turned off in the userconfig file.

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@SpanishSurfer

Please test with dynsvd = 0 in your server userconfig and see if that changes anything. If it's not, recommend putting it then back to 1.

That was it! Finally found the cause of all my server lag....I had 35-40 people on the server, 100-300 ai units and server FPS was at 35-40fps...holy sh!at!

Edited by SpanishSurfer

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Lots of these ones flying around, Rob. I get a feeling that they pop up when a unit dies at a certain time.

Error in expression <(_distance < 150 && !_early) then {
if (asr_ai3_sysdanger_enabled == 1) then {
i>
 Error position: <asr_ai3_sysdanger_enabled == 1) then {
i>
 Error Undefined variable in expression: asr_ai3_sysdanger_enabled
File x\asr_ai3\addons\sysaiskill\fnc_firedEH.sqf, line 269

I doubt that it helps, but I've got sysdanger turned off in the userconfig file.

Have you also deleted the sysdanger pbo completely ? That might cause the variable to be undefined.

The code is triggered by explosions near AI.

Thanks

---------- Post added at 10:44 ---------- Previous post was at 10:33 ----------

That was it! Finally found the cause of all my server lag....I had 35-40 people on the server, 100-300 ai units and server FPS was at 35-40fps...holy sh!at!

Alright, dynsvd controls a bit of code that runs in a loop on the dedicated server. It calculates new view distance every minute based on sun elevation and fog level and it sets it on the server.

In order to see if the setviewdistance comand alone affects your fps if you can please run this command "server only" in your debug console on the dedicated: setViewDistance 1000

You need enableDebugConsole = 1; in the mission's description.ext so you can run the command as admin only. Measure FPS before and after you enter the command and let me know of the result please.

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Have you also deleted the sysdanger pbo completely ? That might cause the variable to be undefined.

Thanks - and yes, I have. I'll slot it back in. :)

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Thanks - and yes, I have. I'll slot it back in. :)

Roger, already changed it in code so it would account for sysdanger pbo missing, for the next update.

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Robalo, I just realized that with ASR AI, the Arma 3 AI never uses frag grenades. In Arma 2 we didn't have that problem.

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Robalo, I just realized that with ASR AI, the Arma 3 AI never uses frag grenades. In Arma 2 we didn't have that problem.

They use GL a lot. If you mean hand grenades, they use them, just not that often. I did not modify hand frags in any way, will take a look at their configs.

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Yeah, I meant hand grenades. GL are indeed used. Maybe it's Arma 3 vanilla behaviour, I can't know because I never play without ASR AI...

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Yeah, I meant hand grenades. GL are indeed used. Maybe it's Arma 3 vanilla behaviour, I can't know because I never play without ASR AI...

Same here :D

I remember in the early days of Arma 3 I had to mod the hand frags so the AI would not use them as much because they'd just throw them 2 meters in front most times simply killing themselves of their entire squad.

Will try to increase the nade usage and see what happens.

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Robalo are you using CAF Agressors? Unfortunately I do have the same problem as Sixt (on page 12). Without any AI mods activated, shooting from a distance of barely 50m make them hit me ~2 out of 30 times, with Alive AI Skills - customised to high values - they do hit relatively often, but with ASR they won't even hit me when I'm kissing their muzzle :(

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Robalo are you using CAF Agressors? Unfortunately I do have the same problem as Sixt (on page 12). Without any AI mods activated, shooting from a distance of barely 50m make them hit me ~2 out of 30 times, with Alive AI Skills - customised to high values - they do hit relatively often, but with ASR they won't even hit me when I'm kissing their muzzle :(

I'm not. But I did have a look at their configs and the weapons they use have some hard-coded horrible accuracy. Instead of using the aidispersioncoefX and aidispersioncoefY values, they actually made the weapons have extremely high dispersion. Take for example, the AK-47:

dispersion = 0.028;

That's 28 miliradians, which translates to roughly 96 MOA. BIS's PDW, which is probably one of the least accurate in game, is under 7 MOA. So yeah, give them better weapons. ASR AI has been configured to achieve a good balance with vanilla and realistic weapon accuracy.

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Not to speak out of turn, but if I may clarify (upon looking at previous posts). Does this mean this addon only works on AI factions that is scripted/written into the user config (ie. addon factions/units)? Same goes for class level?

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Not to speak out of turn, but if I may clarify (upon looking at previous posts). Does this mean this addon only works on AI factions that is scripted/written into the user config (ie. addon factions/units)? Same goes for class level?

It works for any/all units and factions, even if not listed in userconfig, config level or inherited skill levels are used for units and default coefficient of 1 is used for factions when not specified otherwise.

On a different note, I should have a special config for CAF aggressors pack ready soon (done, just need to test it).

Edited by Robalo

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