#@kju I can't reply to the threads
1 messages · Page 1 of 1 (latest)
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)
@floral garnet @winter ravine @balmy heron @idle vigil can you make sense of Stray's overview and advise please
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
@balmy heron see: #1171303876876574730 message
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
SPE Bug (NATO with SPE AI Systems)
SPE Bug (NATO, SPE AI Systems Removed)
@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)
@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
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;};```
might be just the HD overlap issue/design limitation
there is fallback handling in place (will change the code design to avoid script errors tho)
First Video AND Mission shows Both Modules in use SPE AI System MODULE AND SPE Enhanced Revive system.
First Video also HOVERS over each module to show you what they are
It shows that with SPE AI SYstem Module PLACED in Eden Editor (That is all it takes)
Player in Base ARMA Assets
Will Die Instantly.
2nd Video: Shows SPE Enhanced Revive System Only
Player does not Instantly die
This happens WITHOUT SOG DLC
The issue isn't SOG DLC Breaking the Revive System, AS SHOWN In the First Video
The AI System Module is Breaking it
Please Rewatch the First Video and Look at the Modules, and then the 2nd Video
or use the provided Scenerios
@balmy heron Can you better explain it to them what is happening in the video
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
SPE AI System Module BUG NO SOG, BREAKS REVIVE
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.
@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
Ok, that's fine was just trying to let you folks know about this bug
test
@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
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
@celest plume please try to set in init.sqf at the top
SPE_MHILoopSwitch = false;
Ok, I will when I get a chance thank you
From bit of testing I did seems to have fixed the issue, will need to keep testing.