#@kju I can't reply to the threads

1 messages · Page 1 of 1 (latest)

bitter ingot
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To be clear: Not saying there might be an issue, but your description here - much appreciated - still confuses me. Can you provide simple demo missions please (SPE only and SPE+SPG)

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@floral garnet @winter ravine @balmy heron @idle vigil can you make sense of Stray's overview and advise please

balmy heron
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AI system is adding hit and handleDamage eventhandlers. I haven't looked into it in details but it's very likely that some of our code conflics with SOG.

Gonna be a tough to find the source

bitter ingot
celest plume
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It also effects Base ARMA 3, I was using SOG as an example of another type of equipment.

IE: [SPE Enhanced Revive] system will not work with Base ARMA 3 gear, with [ SPE: AI Systems] on but will work with [ SPE: AI Systems] disabled.

Here's Video Examples of the issue
https://www.youtube.com/watch?v=Kgze7O1hHVY
https://steamcommunity.com/sharedfiles/filedetails/?id=3077737673 (Mission File)
Example Above, Base ARMA 3 Units with [SPE AI Systems and SPE Enhanced Revive]

Player Units will either still die or go into a revive state and can still be killed.
https://www.youtube.com/watch?v=38PpC3q91lM
https://steamcommunity.com/sharedfiles/filedetails/?id=3077739959 (Mission File)
Example Above, Base ARMA 3 Units with [SPE Enhanced Revive]
NO SPE AI SYSTEMS

Player units go into a Revive state and can't be killed
Additional: All Damage Handling and 3rd Party Revive/Medical System work with no issues
Situation: SPE AI Systems is creating hit and damage handling that isn't working well with anything outside of SPE

bitter ingot
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@celest plume The issue with SOG is that it adds additional difficulty values and thus breaks the SPE revive ( @winter ravine needs a fallback handling)

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@celest plume What i dont get is that you often speak of "SPE AI" (which is AI Tweaks and Surrendering system) - from what I can see neither of your videos shows it in use - only SPE Revive

bitter ingot
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        private _withstand_fak_count = [1, 1, 2, 2] select (missionNamespace getVariable ["SPE_CDA_currentDifficulty", difficulty]);//TODO: review
        if (isNil "_withstand_fak_count") then {_withstand_fak_count = 1;};```
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might be just the HD overlap issue/design limitation

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there is fallback handling in place (will change the code design to avoid script errors tho)

celest plume
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It shows that with SPE AI SYstem Module PLACED in Eden Editor (That is all it takes)

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Player in Base ARMA Assets

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Will Die Instantly.

2nd Video: Shows SPE Enhanced Revive System Only

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Player does not Instantly die

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This happens WITHOUT SOG DLC

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The issue isn't SOG DLC Breaking the Revive System, AS SHOWN In the First Video

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The AI System Module is Breaking it

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Please Rewatch the First Video and Look at the Modules, and then the 2nd Video

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or use the provided Scenerios

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@balmy heron Can you better explain it to them what is happening in the video

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I'm trying to say the "SPE Ai System Module" When Placed in a Scenario breaks SPE Enhanced Revive and Other Revive Systems and Damage Handling, When using Non SPE based Assets

celest plume
balmy heron
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So basically. If the AI module is placed our revive system doesn't prevent players from getting killed (expected would be unconscious mode).

This happens with vanilla assets.

bitter ingot
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@celest plume just a quick notice - havent forgotten about you/the issue. just quite occupied these days. hope to get back to this in the coming days tho

celest plume
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Ok, that's fine was just trying to let you folks know about this bug

bitter ingot
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test

bitter ingot
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@celest plume another progress update

  • while i found various issues with the system
  • i cant replicate directly dying if the AI Systems module is present
  • that said i am using our latest internal version - it had some adjustments/fixes over the public 1.0.2 already - i will check with the public 1.0.2 to verify. overall the next update should no longer have the issues you brought up
bitter ingot
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i can confirm SPE Enhanced Revive + SPE AI Systems lead to high chance of directly dying in public 1.0.2 - rarely but at times unconscious state still kicks in

bitter ingot
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@celest plume please try to set in init.sqf at the top

SPE_MHILoopSwitch = false;

celest plume
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Ok, I will when I get a chance thank you

celest plume
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From bit of testing I did seems to have fixed the issue, will need to keep testing.