PDA

View Full Version : AI sandbag-bugfix "addon" v1.1



raedor
Jul 9 2007, 16:30
New version v1.1: Just redownload!

For all of you who'd like to see the AI shooting even if they're behind sandbags.

Download (http://bugs.armed-assault.net/file_download.php?file_id=399&type=bug).


Quote[/b] ]With this addon installed, the AI soldiers should be able to shoot when staying/kneeling behind sandbags.

You can also try this test mission (http://bugs.armed-assault.net/file_download.php?file_id=387&type=bug) by Balschoiw and Ducus-Sumus to see the difference (play the mission once before and after the installation of the addon).

Mirror 1: http://www.armaholic.com/page.php?id=1607

Mirror 2: http://www.assaultmissionstudio.de/infusio....?did=63 (http://www.assaultmissionstudio.de/infusions/pro_download_panel/download.php?did=63)

Thanks to Armaholic & Assault Mission Studio! http://forums.bistudio.com/oldsmileys/smile_o.gif

Törni
Jul 9 2007, 16:34
Sounds better than good. Going to test it. Can they fire over fences and other small obstacles too?

raedor
Jul 9 2007, 16:36
Sounds better than good. Going to test it. Can they fire over fences and other small obstacles too?
Nope, only the objects "FenceWood" and "FenceWoodPalet". You can PM/post some more objects that could be fixed in the same way, I can include them in the addon then. http://forums.bistudio.com/oldsmileys/smile_o.gif

McNools
Jul 9 2007, 16:50
Finally, this was driving me nuts! thanks alot! and yeah, other objects should be fixed too, especially the wirefence.

Strange how BIS didn't fix this in the patch though.

Dirty Harry
Jul 9 2007, 18:24
Finally, this was driving me nuts! thanks alot! and yeah, other objects should be fixed too, especially the wirefence.

Strange how BIS didn't fix this in the patch though.
was the cheap shot neccessary?

Missions just got that little bit easier to make with this addon http://forums.bistudio.com/oldsmileys/wink_o.gif nice work.

Blanco
Jul 9 2007, 18:28
How little things can make a huge difference.
The sandbugfix addon http://forums.bistudio.com/oldsmileys/tounge2.gif
Thx Reador http://forums.bistudio.com/oldsmileys/smile_o.gif

raedor
Jul 9 2007, 18:29
Finally, this was driving me nuts! thanks alot! and yeah, other objects should be fixed too, especially the wirefence.
As said, I can easily add some objects if you say some... http://forums.bistudio.com/oldsmileys/wink_o.gif

Blanco
Jul 9 2007, 18:55
About the mission...
I wonder why they cover the whole area but in the opposite direction of their leader. I would be perfect if they cover the area in front of them instead of behind.
Also, it seems that Dostop commands don't prevent AI to move, I think we'll have to use disableAI "move" instead, we can enable it again anyway.
The only problem is that disableAI commands are resetted when a saved game is loaded. (also that should be solveable via the time command)

Commando84
Jul 9 2007, 19:27
this sounds sweet! http://forums.bistudio.com/oldsmileys/smile_o.gif

Second
Jul 9 2007, 20:58
About the mission...
I wonder why they cover the whole area but on the opposite direction of their leader. I would be perfect if they cover the area in front of them instead of behind.
Also, it seems that Dostop commands don't prevent AI to move, I think we'll have to use disableAI "move" instead, we can enable it again anyway.
The only problem is that disableAI commands are resetted when a saved game is loaded. (also that should be solveable via the time command)
I only looked that mission file (should already be sleeping), so might be that i'm missing something, but:

isn't that a basic weakness of dostop from way back from OFP that they don't look at their direction of formation but the opposite way. They need dowatch or dotarget order. gamelogic suits best for dotarget in ArmA, they seems to have it's exact location unlike in OFP where gamelogic's exact location wasn't found by AI. And dotargetting gamelogic won't mess their targeting routines: it somehow stays in AI's memory but doesn't mess it's targeting routines.

dostop should work just fine, if there is not commandmove of domove involved. Is that moving when dostop is given because of AI leader gives engage orders? Then the solution is 'this enableattack false'.

Or does it affect that leader doesn't have dostop order (and it orders everyone to get back in formation)? I atleast issue dostop to everyone in squad and that seems to work okay.

Kroky
Jul 9 2007, 22:42
@raedor

Thanks for the addon. But there is a serious bug in it. AI will fire through the sandbags even when they're lying on the ground!

I just tried it with the official BIS mission delivery boy.

raedor
Jul 9 2007, 22:48
@raedor

Thanks for the addon. But there is a serious bug in it. AI will fire through the sandbags even when they're lying on the ground!

I just tried it with the official BIS mission delivery boy.
Now this is quite bad. I'll try another method.

/edit: I was not able to reproduce this bug. Can you give me some repro steps? When the AI was lying behind such a wall and knew me, it still did not shoot, only if it was kneeling or standing. http://forums.bistudio.com/oldsmileys/confused_o.gif

Balschoiw
Jul 10 2007, 00:25
Quote[/b] ]About the mission...
It´s not a "mission".
It has been put together quite fast to demonstrate the bug for Suma and then been uploaded to the BTS http://forums.bistudio.com/oldsmileys/wink_o.gif
And no...there are no objectives http://forums.bistudio.com/oldsmileys/tounge2.gif

Kroky
Jul 10 2007, 01:58
@raedor

Thanks for the addon. But there is a serious bug in it. AI will fire through the sandbags even when they're lying on the ground!

I just tried it with the official BIS mission delivery boy.
Now this is quite bad. I'll try another method.

/edit: I was not able to reproduce this bug. Can you give me some repro steps? When the AI was lying behind such a wall and knew me, it still did not shoot, only if it was kneeling or standing. http://forums.bistudio.com/oldsmileys/confused_o.gif
maybe I'm not right.

Because I tried to reproduce this bug too and was not able to.
It could be that the AI when lying behind the sandbags, shot at the enemies because there are little spaces between the sandbags and maybe they shot having the opportunity for a split second.

When I tried the mission for a second and third time. They only shot when standing or crouched. So I suppose that I was ringing here false bug alarm. Sorry for that.

IceBreakr
Jul 10 2007, 07:02
AI shooting throught "solid" objects is not a mystery in 1.08... we spotted AI shooting through a high brick wall in Arcadia in last Thursday's squadnight (not spraying, but 1 shot 1 kill).

Shadow NX
Jul 10 2007, 08:04
think its more like when the AI lays too close to something and the weapon sticks trough it it will fire at you.
Had that a few times in the big hotel where they fired at me trough concrete stairs cause their weapon looked through it.

coma73
Jul 10 2007, 15:44
how about firing over the burned out vehicles? that would be nice, i used that alot in ofp and it looked pretty cool

madmedic
Jul 10 2007, 17:55
Same as in OFP...
Depbo the config, set all objects you want AI to shoot over to "DestructType = destructno", and then set them to Setdammage 1.0.

raedor
Jul 10 2007, 20:24
When I tried the mission for a second and third time. They only shot when standing or crouched. So I suppose that I was ringing here false bug alarm. Sorry for that.
Ah, fine: No additional work for me. http://forums.bistudio.com/oldsmileys/smile_o.gif

CaptainBravo
Jul 11 2007, 02:09
Works great!! Untill you remove the "know about" trig then they stop shooting http://forums.bistudio.com/oldsmileys/help.gif their enemy can be 30 meters away and still no shots. Even the west does not shoot when attacking?? Do you need the "know about" for it to work?

Thanks for your help http://forums.bistudio.com/oldsmileys/smile_o.gif

Malick
Jul 11 2007, 07:33
I'd like to thank you for this great, yet simple, "patch". It improves the behaviour of AI, especially when combined with other addons or scripts (Second's excellent suppression scripts).

Is it planned to be included sometime in an official patch ? Maybe someone here has the word from Suma.

One thing I noticed : when units are defending behind sandbags, attacking units have problem shooting at them. They take a while longer to "see" them and to engage. Maybe influenced by other scripts as well.

Malick

Balschoiw
Jul 11 2007, 07:34
Quote[/b] ]Do you need the "know about" for it to work?

No. It only shows the knowsabout value that enemies have about player unit. This will only work "unpatched" as it was meant to demonstrate that AI wouldn´t shoot even if their knowsabout value was high. With the .pbo installed you won´t get anywhere near the AI unpunished, so this function of the
bugtracker demo-mission is obsolete with the fix-pbo.


You shouldn´t be to fixed on the "mission". It was meant to demonstrate the bug prior release of Raedors fix and is not meant to be a template for anything.
If you want to test the AI-sandbag behaviour just create a sandbag-wall, put some AI crouched behind it and give enemies an appropriate waypoint at or behind the sandbags. That´s all it needs to show that AI now shoots behind sandbags.

Suma on the issue:

Quote[/b] ]The bug is caused by the function responsible for friendly fire avoidance. Sandbags are considered civilian entities, and therefore friendly, and AI therefore hesitates to fire close to them unless the enemy is very near.

Until we provide a fix, a workaround for addon or mod makers might be to create an addon with alternative sandbags represented with a simulation "camera" instead of usual "house", and use such sandbags in the mission instead of the default ones. Such workaround would have some limitations (sandbags not destructible and not targetable by AI), but it still might be useful.

Another workaround might be to create them with a simulation house, but non-destructible (DestructNo), and then use setDamage 1 on them.

So I guess it´s likely that the issue will be fixed in one of BIS patches.

It´s quite natural that attackers have some problems killing men behind sandbag-walls as they only can see a little bit of the upper torso. I use it in a mission and it works just perfect for both sides, the attackers and the defenders.

gL33k
Jul 12 2007, 09:21
For all of you who'd like to see the AI shooting even if they're behind sandbags.

Download (http://armed-assault.de/downloads/ai-sandsack-bugfix-addon.html#download).


Quote[/b] ]With this addon installed, the AI soldiers should be able to shoot when staying/kneeling behind sandbags.

You can also try this test mission (http://bugs.armed-assault.net/file_download.php?file_id=387&type=bug) by Balschoiw and Ducus-Sumus to see the difference (play the mission once before and after the installation of the addon).

Thanks to armed-assault.de for hosting. http://forums.bistudio.com/oldsmileys/smile_o.gif
could you fixe car too ?

i wish i could set up an urban template with empty car across road. and use them as barage.


http://forums.bistudio.com/oldsmileys/wink_o.gif

gL33k
Jul 12 2007, 09:27
Works great!! Untill you remove the "know about" trig then they stop shooting http://forums.bistudio.com/oldsmileys/help.gif their enemy can be 30 meters away and still no shots. Even the west does not shoot when attacking?? Do you need the "know about" for it to work?

Thanks for your help http://forums.bistudio.com/oldsmileys/smile_o.gif
damn ? i s it right ?
http://forums.bistudio.com/oldsmileys/sad_o.gif

they can shoot at you, but they didnt see you ? without heavily scripting , it's then not usable http://forums.bistudio.com/oldsmileys/banghead.gif

finally, i really think arma AI engine is the MAJOR lack of this game.

Jul 12 2007, 20:23
Sounds better than good. Going to test it. Can they fire over fences and other small obstacles too?
Nope, only the objects "FenceWood" and "FenceWoodPalet". You can PM/post some more objects that could be fixed in the same way, I can include them in the addon then. http://forums.bistudio.com/oldsmileys/smile_o.gif
Regarding this AI fix, How exactly are you making the object work with the AI?
Is it a matter of defining my objects class as one of the above mentioned classes..or am i reading this wrong?

The reason why I am asking is because I have built some obects which would be greatly improved if I knew the AI would react correctly.
Some examples are Dirt Berms with sunken areas to shoot from. Or another would be a pile of Garbage that is waist height.

ATM the AI will just lay down like normal, and pop up, and pop back down when they should be crouched and shooting at targets.

Balschoiw
Jul 13 2007, 05:24
Quote[/b] ]damn ? i s it right ?
http://forums.bistudio.com/oldsmileys/sad_o.gif

they can shoot at you, but they didnt see you ? without heavily scripting , it's then not usable http://forums.bistudio.com/oldsmileys/banghead.gif

finally, i really think arma AI engine is the MAJOR lack of this game.

Just read the thread.... http://forums.bistudio.com/oldsmileys/banghead.gif

Edit:

Quote[/b] ]How exactly are you making the object work with the AI?
Is it a matter of defining my objects class as one of the above mentioned classes..or am i reading this wrong?

To my understanding raedor did the following:
set the destrType of Fence, FenceWood and FenceWoodPalet to DestructNo and automatically applies _this select 0 setDamage 1 for all those objects in their inits via the config.

This is basically the old OFP workaround that we were not able to use with Arma anymore. Running his .pbo with the config changes for the objects in question does that now.

Second
Jul 13 2007, 08:38
Funny thing that i tried that 'destrtype = no' earlier... But it didn't work (they went down with explosion). but most likely i just douple hazzled or something as it seems to work now http://forums.bistudio.com/oldsmileys/smile_o.gif

did Raedor's/Suma's trick consist something of changing class of fencewalls to something else... from Civilian to strategic or something else?

raedor
Jul 13 2007, 09:30
@djfrogstar & Second: All I'm doing is overwriting the existing sandbag classes (FenceWood and FenceWoodPalet) and adding the destructNo and EH init entires. Maybe you did something wrong with overwriting, Second?

Second
Jul 13 2007, 11:26
@djfrogstar & Second: All I'm doing is overwriting the existing sandbag classes (FenceWood and FenceWoodPalet) and adding the destructNo and EH init entires. Maybe you did something wrong with overwriting, Second?
Well i'm beginner in addon making, so most likely it's just me... I didn't even know that it's possible (or easy) to override stuff http://forums.bistudio.com/oldsmileys/wow_o.gif

raedor
Jul 13 2007, 11:49
You can overwrite stuff since ArmA http://forums.bistudio.com/oldsmileys/smile_o.gif

Last call, people, I'm gonna add 2-3 new objects and release it this WE. If you want something to be included, give me a note!

NoRailgunner
Jul 13 2007, 17:32
AI shooting from behind cars, tanks, trucks.... all vehicles
AI better shooting from fortress/ inside buildings

Törni
Jul 13 2007, 18:01
Quote[/b] ]AI shooting throught "solid" objects is not a mystery in 1.08

I have noticed this too sometimes on urban areas. I have been killed several times by AI from places that just made me wonder from where the heck did he take the shot? Just as if it was fired through a building or two.

EDIT: One object that comes into mind right away is the wooden fence that you can fire over when standing.

Malick
Jul 13 2007, 18:12
You could add the small shed with sand bags, the fortress types and all fences (wire, sand bags).

Can't really think of any other, right now...

Malick

Col. Faulkner
Jul 13 2007, 19:48
It'd be good if they could also fire around the piles of rubbish
(the ones with the washing machines) and the derelict cars.
Real soldiers would avoid obvious cover like that of course
but it'd be good in a game.

raedor
Jul 13 2007, 23:42
That&#39;s what I&#39;m using now:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Fence;
SBGFIX&#40;Fence,FenceWood&#41;;
SBGFIX&#40;Fence,FenceWoodPalet&#41;;
SBGFIX&#40;Fence,Wire&#41;;

class BarrelBase;
SBGFIX&#40;BarrelBase,Barrels&#41;;
SBGFIX&#40;BarrelBase,Barrel1&#41;;
SBGFIX&#40;BarrelBase,Barrel2&#41;;
SBGFIX&#40;BarrelBase,Barrel3&#41;;
SBGFIX&#40;BarrelBase,Barrel4&#41;;
SBGFIX&#40;BarrelBase,Barrel5&#41;;
SBGFIX&#40;BarrelBase,Barrel6&#41;;

class Camera1;
SBGFIX&#40;Camera1,Computer&#41;;
SBGFIX&#40;Camera1,Radio&#41;;

class PaletaBase;
SBGFIX&#40;PaletaBase,Paleta1&#41;;
SBGFIX&#40;PaletaBase,Paleta2&#41;;

class Strategic;
SBGFIX&#40;Strategic,JeepWreck1&#41;;
SBGFIX&#40;JeepWreck1,JeepWreck2&#41;;
SBGFIX&#40;JeepWreck1,JeepWreck3&#41;;
SBGFIX&#40;JeepWreck1,BMP2Wreck&#41;;
SBGFIX&#40;JeepWreck1,M113Wreck&#41;;
SBGFIX&#40;JeepWreck1,UralWreck&#41;;
SBGFIX&#40;JeepWreck1,BlackhawkWreck&#41;;
SBGFIX&#40;JeepWreck1,Body&#41;;
SBGFIX&#40;JeepWreck1,datsun01Wreck&#41;;
SBGFIX&#40;JeepWreck1,datsun02Wreck&#41;;
SBGFIX&#40;JeepWreck1,hiluxWreck&#41;;

class NonStrategic&#59;
SBGFIX&#40;NonStrategic,HumpsDirt&#41;;
SBGFIX&#40;NonStrategic,RoadBarrier_light&#41;;[/QUOTE]
Any further wishes? http://forums.bistudio.com/oldsmileys/smile_o.gif

GAU-8 vs Life
Jul 14 2007, 13:12
Yes&#33; Please don&#39;t forget fortress1 and fortress2&#33; Well, at least the "open" one, the square pillbox. The AI probably won&#39;t find the holes on the big, closed hump of sandbags and camo nets. Thanks in advance&#33;

raedor
Jul 14 2007, 17:06
Updated the file: Sandbagbugfixaddon v1.1 (http://bugs.armed-assault.net/file_download.php?file_id=399&type=bug). http://forums.bistudio.com/oldsmileys/smile_o.gif

Foxhound
Jul 15 2007, 14:06
Is it possible you post a complete list of objects you have added in this addon? http://forums.bistudio.com/oldsmileys/thumbs-up.gif
I can see the above list but am not really sure if thats included any more requests you got.

raedor
Jul 15 2007, 15:06
Sure, here&#39;s the current list. Thanks for hosting&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles
{
class Fence;
SBGFIX&#40;Fence,FenceWood&#41;;
SBGFIX&#40;Fence,FenceWoodPalet&#41;;
SBGFIX&#40;Fence,Wire&#41;;

class BarrelBase;
SBGFIX&#40;BarrelBase,Barrels&#41;;
SBGFIX&#40;BarrelBase,Barrel1&#41;;
SBGFIX&#40;BarrelBase,Barrel2&#41;;
SBGFIX&#40;BarrelBase,Barrel3&#41;;
SBGFIX&#40;BarrelBase,Barrel4&#41;;
SBGFIX&#40;BarrelBase,Barrel5&#41;;
SBGFIX&#40;BarrelBase,Barrel6&#41;;

class Camera1;
SBGFIX&#40;Camera1,Computer&#41;;
SBGFIX&#40;Camera1,Radio&#41;;

class PaletaBase;
SBGFIX&#40;PaletaBase,Paleta1&#41;;
SBGFIX&#40;PaletaBase,Paleta2&#41;;

class Strategic;
SBGFIX&#40;Strategic,Fortress1&#41;;
SBGFIX&#40;Fortress1,Fortress2&#41;;
SBGFIX&#40;Strategic,JeepWreck1&#41;;
SBGFIX&#40;JeepWreck1,JeepWreck2&#41;;
SBGFIX&#40;JeepWreck1,JeepWreck3&#41;;
SBGFIX&#40;JeepWreck1,BMP2Wreck&#41;;
SBGFIX&#40;JeepWreck1,M113Wreck&#41;;
SBGFIX&#40;JeepWreck1,UralWreck&#41;;
SBGFIX&#40;JeepWreck1,BlackhawkWreck&#41;;
SBGFIX&#40;JeepWreck1,Body&#41;;
SBGFIX&#40;JeepWreck1,datsun01Wreck&#41;;
SBGFIX&#40;JeepWreck1,datsun02Wreck&#41;;
SBGFIX&#40;JeepWreck1,hiluxWreck&#41;;

class NonStrategic;
SBGFIX&#40;NonStrategic,HumpsDirt&#41;;
SBGFIX&#40;NonStrategic,RoadBarrier_light&#41;;
};[/QUOTE]

/edit: Just saw a small typo on your d/l-page: "Author: reador"... could you please fix this? http://forums.bistudio.com/oldsmileys/whistle.gif

Foxhound
Jul 15 2007, 15:29
edit: Just saw a small typo on your d/l-page: "Author: reador"... could you please fix this? http://forums.bistudio.com/oldsmileys/whistle.gif
Almost correct this time (my "typing skills" always make me type your name wrong)
Error fixed ***http://forums.bistudio.com/oldsmileys/banghead.gif



Thanks for that list of objects, page updated ***http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Thanks for this very good fix&#33;

Commando84
Jul 15 2007, 22:35
sweet the new version works even a little bit better than previously http://forums.bistudio.com/oldsmileys/smile_o.gif love it that i can setup a.i&#39;s at good defensive positions holding special areas in cities and bases now instead of having them run around like random spooked birds http://forums.bistudio.com/oldsmileys/biggrin_o.gif

IceBreakr
Jul 16 2007, 11:42
This addon will be very useful for our thursday&#39;s MP coop event http://forums.bistudio.com/oldsmileys/smile_o.gif thanks&#33;

HamishUK
Jul 16 2007, 13:23
Excuse ones ignorance does this mean that anyone who plays on my server must also have this mod loaded?

Cheers chaps.

Aeon
Jul 16 2007, 14:21
Let&#39;s hope this "bug fix" will come with the next BIS&#39;s patch.

http://img4.klamm.de/forum/smilies/eusa_pray.gif

raedor
Jul 16 2007, 15:02
Excuse ones ignorance does this mean that anyone who plays on my server must also have this mod loaded?

Cheers chaps.
Yes. The affected models are going to disappear or something like that if you don&#39;t have this addon.

HamishUK
Jul 16 2007, 15:08
Excuse ones ignorance does this mean that anyone who plays on my server must also have this mod loaded?

Cheers chaps.
Yes. The affected models are going to disappear or something like that if you don&#39;t have this addon.
Thanks for the feedback raedor. Much appreciated.

Big Dawg KS
Jul 17 2007, 08:26
I&#39;m not sure if this has the same effect but what about changing the side of the object to side LOGIC instead of EMPTY (via mission.sqm) instead of using this method?

Sanctuary
Jul 17 2007, 08:59
If it can help, in OFP i found the AI to be capable of firing over wood fences by just adding
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">side=4;[/QUOTE]
that was used by the class All and some object/buildings (game logic was side=7; ).

This way the AI did not considered the wood fences as civilians (side=3; ) anymore and from my tests had no more problems at firing over them.

HamishUK
Jul 17 2007, 16:02
If it can help, in OFP i found the AI to be capable of firing over wood fences by just adding
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">side=4;
that was used by the class All and some object/buildings (game logic was side=7; ).

This way the AI did not considered the wood fences as civilians (side=3; ) anymore and from my tests had no more problems at firing over them.[/QUOTE]
How does one make this change?

Zendjir
Jul 25 2007, 17:36
I have found a problem with the 1.1 sandbags; AI will not fire at units that are behind the sandbags. The units defending the position will fire, but they are not fired upon. How can this be fixed?

Blanco
Jul 25 2007, 19:11
I &#39;ve been experimenting a lot with these sandbags in my trenchscript and I was killed several times while I was playing with it. Even when I played it in a nightsetting (which is damn cool). Make sure the attackers group skill is somewhere between 0.7 and 1 or they won&#39;t spot the guys behind the trenches.
Some snipers in the attackers group might do the trick aswell.
It could always be better tho. Sometimes they hesitate to kill you, when you&#39;re closer then 50m. But most of the time you won&#39;t make it till there.

GAU-8 vs Life
Jul 26 2007, 11:42
I got no problems either.

A good tip is to not give the attacking force too many waypoints on their way towards the trenches because they will spend more time turning then conducting proper fire and manouver. Just send them in the right direction before they are exposed and give them a waypoint every 50 meters along the defendors line instead. This way, you can get about 50% of the attackers inside of the trench, thus placing a lot of defenders in the same line of fire.

tomcat_
Sep 16 2007, 10:31
there is one mission that is using that addon and i cannot play it because it needs it.

Just a couple of questions.

1. After i download this addon to i install it the normal way as any other mod/addon? @folder and then edit the shortcut?

2. for mp coop maps that require this addon do i have to install it on the dedicated server as well with the above way?

dob
Sep 16 2007, 10:48
yes it&#39;s an addon, but this bug is fixed for queen gambit

Maddmatt
Sep 16 2007, 10:50
yes it&#39;s an addon, but this bug is fixed for queen gambit
No, it&#39;s fixed in the 1.09 patch.

tomcat_
Sep 16 2007, 12:42
better ignore these missions then if i have to install a separate addon for something that is fixed on the new patch...?

dirtiej
Sep 14 2009, 00:58
Hello everbody,

Love this Mod, opens up so many doors in mission making. I can't get this to work in ACE Mod though and I was wondering if there was a solution. Evil_Echo at the ACE forum wasnt sure why this doesnt work in ACE so I thought I would check here...