Robalo

ASR AI 3

2337 posts in this topic

^ does the same problem happen for the setCustomAimCoef ?

 

One thing I would try is to add some small time delay into your EH code, to try and counter any other event that might be overwriting it.

player addEventHandler ["Respawn", {TEST = [] spawn {sleep 2; player enableStamina false}}];

Not tested for syntax error, example only :)

 

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It's because ACE uses an advanced stamina system to determine stamina and all that.  If you don't want any of ACE's stamina features, you can either delete ace_advanced_fatigue.pbo, or set fatigue disabled in the advanced stamina module.

 

also

51 minutes ago, dmarkwick said:

Quote fail. Now I can't get rid of the quote field :(

Click on the gray bar at the top of the quote and hit the delete key.

 

/offtopic

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On 4/5/2017 at 8:36 AM, Savage_Donkey said:

It's because ACE uses an advanced stamina system to determine stamina and all that.  If you don't want any of ACE's stamina features, you can either delete ace_advanced_fatigue.pbo, or set fatigue disabled in the advanced stamina module.

 

also

Click on the gray bar at the top of the quote and hit the delete key.

 

/offtopic

Hey thank you, I will try this! 

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my community is running Asr ai  we don't run rhs saf but we do run the rest of the rhs mods. the rhs config seemingly requires saf. I was wondering what exactly the config files do for each of these factions.

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@Robalo - we've found out that once unit goes to combat mode basically it becomes uncontrollable by Zeus and ASR AI takes complete control of it from now until it dies. People have tried switching combat stance to aware, but that doesn't help. This makes Zeus hosted missions very problematic. Is there a way to say to ASR AI to stop controlling a unit when danger.fsm starts running?

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23 hours ago, tomhighway said:

@Robalo - we've found out that once unit goes to combat mode basically it becomes uncontrollable by Zeus and ASR AI takes complete control of it from now until it dies. People have tried switching combat stance to aware, but that doesn't help. This makes Zeus hosted missions very problematic. Is there a way to say to ASR AI to stop controlling a unit when danger.fsm starts running?

 

I don't know what you mean by "takes control". Units in combat are generally harder to puppeteer regardless of mods AFAIK, Might be just side effect of enhanced awareness that this state lasts longer. If you want to disable scripted actions for certain units search thread for the exclude variable.

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On 4/9/2017 at 10:37 PM, halveridian said:

my community is running Asr ai  we don't run rhs saf but we do run the rest of the rhs mods. the rhs config seemingly requires saf. I was wondering what exactly the config files do for each of these factions.

 

Same as the mod does for vanilla units and weapons. Easy fix, remove the saf pbo.

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Unfortunately disabling the stamina in ace mod has no effect on the  the stamina. @Robalo How can I disable stamina while using ASR AI 3? I have stamina disabled in my script, however asr ai3 overrides it. Appreciate a remedy! 

 

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17 hours ago, Ryan.szx said:

Unfortunately disabling the stamina in ace mod has no effect on the  the stamina. @Robalo How can I disable stamina while using ASR AI 3? I have stamina disabled in my script, however asr ai3 overrides it. Appreciate a remedy! 

 

 

You should try as dmarkwick already suggested few posts back, add a delay. Stamina is enabled on player on init and on teamswitch while it gets disabled for AI in player's group.

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5 hours ago, Robalo said:

 

You should try as dmarkwick already suggested few posts back, add a delay. Stamina is enabled on player on init and on teamswitch while it gets disabled for AI in player's group.

Thank you for your reply, I did not try his suggestion as he stated it was a test, meaning not tested. I already have a stamina disable in my init~ 

waitUntil {!isnull player};
player enableStamina false;
player setCustomAimCoef 0;
player addEventHandler ["Respawn", {player enableStamina  false}];
player addEventHandler ["Respawn", {player setCustomAimCoef  0}];
};

His suggestion is the only remedy? 

Again thank you for the reply, unfortunately I have had to remove the mod from my servers until I can find a work around, as my players like the way stamin is at the moment. 

 

Cheers.

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