Arma 3
A3 - Antistasi Altis
 Denna tråd har blivit fäst, så den är troligtvis viktig
Barbolani  [utvecklare] 18 feb, 2016 @ 1:21
2
Mod Compatibility Matrix - READ IF YOU USE MODS
This thread is dedicated to talk about mod compatibility in Antistasi.

I will post in here the mod compatibility matrix, blacklisted mods and whitelisted mods, integrated mods and how they are integrated.

BLACKLISTED MODS:

- ASR AI
- MCC
- ALIVE
(List will grow with any AI mod or any incompatible mods we find on the way)

WHITELISTED MODS:
- JSRS Dragonfyre.
- ShakTack HUD
- Blastcore
- CBA
- ACRE
- Enhaced Movement
(List will grow as soon as players report mod usage and I can confirm compatibility)

INTEGRATED MODS:
- TFAR: Radios added to arsenal. Default revive turns of sound if player is unconscious. If you play with lots of people, it is a must.
- RHS AFRF: Players first spawn is with RHS loadout depending on their class. FIA soldiers spawn with default RHS weapons. AAF boxes spawn RHS weapons and items. NO RHS UNITS OR VEHICLES WILL SPAWN.
- ACE: Default revive, earplugs, AI control, tag and player markers are disabled. Earplugs, medic items and misc stuff added to arsenal. Sniper kits added to possible AAF ammobox content. Monitor grenades added to NATO Ammobox content. ACE disables any mission maker script related to "who was killed by who", so some features won't work. For example: NATO/CSAT suppors on each kill. AI skill add on each kill, city support on each kill. AUTHOR OPINION: ACE usage should be only when using Antistasi for clan training purposes, if you want to play "Conquer the Island" ACE shouldn't be installed. Also as there is a respawn, players find easier to just die and respawn than waiting for all the medical stuff.

IMPORTANT ABOUT ACE: ACE has a design failure regarding mousewheel actions. Any mission which manages the removal of all mousewheel actions tends to disable some ACE menus (towing and others) it will happen, for example, when dismounting trucks or controlling AI. ACE seems to be aware of this malfunction and it is reported, but AFAIK they have no plan of changing it. Neither us. The author opinion is: ACE is not made for complex missions such as Antistasi, so usage should remain on the terms explained above.

Sidenotes:

Any weapon mod you have installed on the server won't affect Antistasi, as units or ammoboxes won't spawn with them, thus, there won't be a chance of unlocking those items in the arsenal.

This said, Antistasi detects all weapon classes the server may have installed, and arsenal unlocking checks will work with them.

So, specially thinking about CUP weapons, I recommend NOT to install those mods, as the arsenal script will make a useless check for every weapon, affecting it's performance in the change of nothing.

"All the Weapons" mod may be a solution for that, but will increase a lot bandwith needs. This mod makes the standard units spawn with weapons from any installed mod. But it does it "on the fly", so, everytime a soldier is spawned, his new stuff will be traveling all around the network to every client (which now happens with FIA soldiers) so this will require further testing to know if it causes any network issue.
Senast ändrad av Barbolani; 1 aug, 2016 @ 5:14
< >
Visar 16-30 av 66 kommentarer
After much learning and many hours of testing, it is done: ACE 3 is modularly compatible. The following is now true:

>ACE 3 will be detected by a certain variable. Default player tags/markers will be disabled, and game will display text showing ACE is on the server config. Ace items added to arsenal.
>If Medical module is detected, default revive system will be disabled. Medical items to arsenal.
>If Hearing (earplugs) module detected, default Earplugs disabled, earplugs added to inventory.
>If Switch Units module detected, default AI control will be disabled.
>I also fixed some spelling and grammar text.

> ACE Feature: Carbomb Detection -
Additionally, to avoid a potential exploit with ACE's explosive system and making carbombs that the AI cannot detect, I added in a new mechanic for undercover loss if the AAF spots an explosive on your vehicle. It simply works by detecting satchel or demo charges withing 5m of player if they are in a vehicle undercover, and if AAF spots one of the charges, you lose undercover.

Screen 1 - New "Mod Detected" text:
http://i73.photobucket.com/albums/i212/TheBlackGhost/20160410145702_1.jpg~original

Screen 2 - Showing effects of losing undercover if bomb spotted on your vehicle, with ACE.
http://i73.photobucket.com/albums/i212/TheBlackGhost/20160410150241_1.jpg~original

Here is the full list of edits I made, broken down by .SQF file.
https://www.dropbox.com/s/a7i6ggpi0fvpb2q/ACE%203%20Modular%20Integration%20-%20Changes.pdf?dl=0

And here is the working .PBO file, for reference:
https://www.dropbox.com/s/3ey9c6kmq0dr6pl/%5BSP-CO08%5DA3-Antistasi.Altis.zip?dl=0


A group of us who use ACE would be very, very happy if you were to implement this code change into Antistasi - I would personally be extremely grateful. Of course, if you see any areas to improve on what I did too, that works as well :)
Senast ändrad av Stale Baguette Police; 12 apr, 2016 @ 0:00
Barbolani  [utvecklare] 12 apr, 2016 @ 1:16 
GOOOD, EXTREMELY GOOD DAVEALLEN!!!

Didnt know you are script wise :)

Will implemente everything but one thing.

The AI control, lots of things will mess if I integrate with this. I rather disable the feature when ACE is just present.

Will check the carbomb thing, I'm curious on how you made it.
Barbolani  [utvecklare] 12 apr, 2016 @ 1:17 
wow, really impressed, thanks a lot, you will be on creds!!!!
Thank you, it was kind of a learning experience. I really appreciate you adding it.

The carbomb thing works but could probably be done with smarter script. There was an issue creating an AND statement with multiple minedetectedby on the same line I think. Someone smarter than me could figure it out I'm sure.

One thing - the AI control, you said lots of things will mess up? I did testing and had no errors. What do you think the issue might be? I am happy to spend more time on this to get it right. I only changed the target variable of controlHCunits and Controlunit.

Truthfully, in default ACE AI control is turned off I believe, so if we don't use the thing I added, almost no one will be able to use AI control if they have ACE installed, which is sad.

Senast ändrad av Stale Baguette Police; 12 apr, 2016 @ 4:38
Barbolani  [utvecklare] 12 apr, 2016 @ 5:15 
AI control makes things harder exponentially, as lots of "player" checks, variable changes etc. are done and things get totally messed if you are doing things to the wrong unit.

I have a lot of scripts to check if the player is the real player, for example, when a new task is sent, I have to wait until all the players are controlling their real units, if not, the task is added to a bot, thus when you return to your soldier, you don't see the task.

So if a third party script is doing the job, I am afraid I won't be able to control things, and mission will get messed up.
I understand, but if ACE switch units .pbo module is not present, then there is no 3rd party script at all messing with AI control. That is all that it is checking for now in what I did. If it detects that a certain class in the ACE switch units module is not present, then it assumes that ACE switch units mod does not exist and uses default AI control - yours. Otherwise, it disables the default AI control like you were doing already. I would encourage you to test my code change with and without ACE, and once with ACE but delete switchunits.pbo in thr @ace addons subfolder. I can guarantee I saw no errors or slowdowns as a result.

ACE isn't really just a mod, its a compilation of mods, which is why its useful to treat it like a bunch of different separate files.
Senast ändrad av Stale Baguette Police; 12 apr, 2016 @ 6:46
Barbolani  [utvecklare] 12 apr, 2016 @ 7:20 
Your code is ok for sure. What I should test is the switch units in ACE. If I find no problem then yes, I will enable it. But I really don't think so. There are some checks in Antistasi that rely on special control variables related on if you are controlling AI or not.

Anyway: IMHO despite any ACE fan will say I'm wrong, ACE is an addon with some focus in mind, and though for "make missions for ACE". And those missions don't rely too much on AI. On player vs AI or PvP is good, but if you have things such as garrisons, AI squadmates, AI support etc. and everything spawned or despawned, is not the perfect mod.

That's why my advice is not to play with ACE if you plan to capture the island and have the full Antistasi experience.

The only mod really transparent for the mission maker, no matter what it is, is TFAR. The others: if you build the mission with those in mind is ok, but if not, all you can do is to adapt as possible, and that's what I'm doing.
Ursprungligen skrivet av barbolani:
Your code is ok for sure. What I should test is the switch units in ACd and if I find no problem then yes, I will enable it. But I really don't think so. There are some checks in Antistasi that rely on special control variables related on if you are controlling AI or not.

Anyway: IMHO despite any ACE fan will say I'm wrong, ACE is an addon with some focus in mind, and though for "make missions for ACE". And those missions don't rely too much on AI. On player vs AI or PvP is good, but if you have things such as garrisons, AI squadmates, AI support etc. and everything spawned or despawned, is not the perfect mod.

That's why my advice is not to play with ACE if you plan to capture the island and have the full Antistasi experience.

The only mod really transparent for the mission maker, no matter what it is, is TFAR. The others: if you build the mission with those in mind is ok, but if not, all you can do is to adapt as possible, and that's what I'm doing.

I completely agree. ACE changes some things that don't work well with Antistasi or from a balance perspective. This is the main reason that I and a bunch of others play with only part of ACE, and delete the ACE pbos we don't want. ACE was specifically designed to work like this. ACE SwitchUnits (AI control) is something we don't want to use of SE can avoid, but currently, if we play with ACE and no switch units .pbo, Antistasi detects ACE and disables your default AI control anyways - so now we have no AI control at all and if units get stuck on rocks we can do nothing. That said, I know some people might want to use ace's AI control, so that is why I tried to do it this way.

I think there is some confusion here about the difference between my code and yours. There is not much difference. The only change is that instead of Antistasi searching for just ACE and then disable AI control, now it searches for the SPECIFIC module in ACE that would cause incompatability. If Antistasi sees that the incompatible module does not exist, it does nothing. If it sees that it DOES exist, it disables Antistasi AI control, just like it was already. So there is no more issue than there was before. Now ACE players can use your AI control if they delete the ACE switch units file.
Senast ändrad av Stale Baguette Police; 12 apr, 2016 @ 8:13
Martin 18 maj, 2016 @ 22:06 
With ACRE installed you can not use mortar. In case you try to take a radio its gets moved back to arseanal immediately. ANPC radios dont count as radio.
Barbolani  [utvecklare] 22 maj, 2016 @ 14:05 
Uh, can you tell me the radio classnames in ACRE?
JDTGW 2 aug, 2016 @ 12:29 
So, I have a question about the mod rhs afrf, I have a friend who really is bugging me about using non vanilla guns in antistasis. Personally I don't like this idea since this is our first play through of it and I don't want to use mods the first time around, however since rhs afrf is integrated into antistasis I guess I am OK with it... My main concern is does it remove vanilla guns from the game? Also would installing rhs afrf affect my save?
Barbolani  [utvecklare] 2 aug, 2016 @ 14:00 
Regarding the first question:

There are two versions of Antistasi, the one here in steam, which has a LITE integration, FIA spawns with RHS guns but has some trouble dealing with vanilla tanks.

The versión you may find in the website has a full RHS integration made m¡by meister Percster, with russians instead of AAF, and lots of vehicles. I recommend this if you want to play RHS "seriously".

Second: Yes. Not sure of the effects but definetly, if you have RHS unlocked stuff and garaged vehicles, and sabe, then Rolling back to vanilla may have issues (maybe non important, probably).
JDTGW 2 aug, 2016 @ 14:55 
Alright thankyou so much...
So, I hate to revisit an old topic, but it has reared its ugly head again. This is regarding Antistasi disabling normal AI control when ACE 3 is active. The issue, as we had discussed previously, is when a player using ACE is not using the "ace switch units" module (because it is very different from what antistasi does and less convenient). This causes the players on our server to be unable to control AI when they get stuck, etc...

The solution I presented with the other ACE integration changes was to have Antiastasi check whether a player is using ACE Switch Units, and disable default AI control only if the player is using that module. I was hoping to see this still added in. I know you had some worries about this before, but I tested it thoroughly and there was never an issue with default AI control when using ACE (without ACE Switch Units).

InitVar

if (isClass (configFile >> "CfgVehicles" >> "ACE_ModuleSwitchUnits")) then
{
hayACESwitchUnits = true;
}
else
{
hayACESwitchUnits = false;
};

initPlayerLocal

if (hayACE) then
{
_texto = _texto + ["ACE 3 Detected\n\nAntistasi detects ACE modules in the Server Config.\nACE items added to arsenal, ammoboxes, and NATO drops.\nIf ACE Medical is used, default revive system will be disabled.\nIf ACE Hearing is used, default earplugs will be disabled.\nIf ACE Switch Units is used, default AI control will be disabled."];

Senast ändrad av Stale Baguette Police; 28 aug, 2016 @ 12:32
Barbolani  [utvecklare] 28 aug, 2016 @ 16:38 
No, forget about that, it is veeeery complex.
< >
Visar 16-30 av 66 kommentarer
Per sida: 1530 50