If you have FPS drops with ASR_AI try disabeling AI Rearming in the userconfig.
If you have FPS drops with ASR_AI try disabeling AI Rearming in the userconfig.
I just did it and delete profiles files and everything, now i dont lose any fps anymore, im at 15. Thanks
Having an active waypoint prevents rearming for that unit, it's by design.
---------- Post added at 14:53 ---------- Previous post was at 14:51 ----------
Nope, what you describe is the engine's rearming feature that kicks in.
---------- Post added at 15:01 ---------- Previous post was at 14:53 ----------
Just keep in mind that even vanilla AI will be a lot weaker at that fps.
Also some features from this mod won't even activate, for example info sharing between groups or gunshot hearing need at least 25 fps to run, or moving to cover won't trigger unless you have at least 30 fps.
Oh okay, but anyway, 15 fps is just in the benchmark 2, in normal game i got good fps (i think) it dont stutter or anything
Ok, tested again. I did have the waypoint set as I said. It took 4 minutes of game time for the unit to grab a weapon from an ammobox but it did work. Unfortunately this is way too long of a time for my purposes so I can't rely on ASR AI mod as it currently stands.
However, Robalo, is there a way to programmatically call something in the mod from one of my own scripts to have a unit search close by for a weapon and grab one? Or, can you point to how you are doing this in your mod and perhaps I can strip out that functionality and use just that in my own script?
But... Can't you directly order your AI subordinates to rearm at the ammocrates in vanilla? Or are my brains fried? (that tends to happen quite a lot, so...)
Well then, the simplest way to do it would be to use the rearm action.
soldierOne action ["rearm", ammoTruckOne]
Tell me if i'm off again.