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Bug reporting ain't much, but it's honest work
So I have a permanent server up, but when everyone leaves the server aka nobody is on, and we on later... HAL seems to break? By break i mean AI stops commanding, no more messages or waypoints anything.
Also note.... the Caching seems to be glitched to where like the AI just doesnt move, it starts to rubberband invisible units and etc, and more become unresponsive to both commands and or waypoints, and eventually HAL gives up.
This is quite serious if that's the case. I've not tested HAL on a persistent server so couldn't say for sure, but I have an idea regarding HAL "giving up" as battles progress.
I've found this is actually due to the morale system. Basically HAL runs out of morale and "gives up". Can you, as a test, try setting the Morale Coefficient in the Commander Behavior Settings module to 0.
This effectively disables the system by making the amount of morale lost due to unit deaths = 0. Therefore, HAL never loses morale and thus never gives up.
Could you give a try and let me know if it alleviates the problem? If it's still borked I'll update the OP accordingly.
It effectively "hides" units that are 1,500+ meters from a player (by default). Only the squad leader remains and his subordinates become ghosts. They remain hidden until they enter combat mode or a human player's activation range (1,500m).
This rubberbanding is obvious when you observe through the spectator mode or using Zeus. Is that what you're doing? I'm just trying to paint a mental picture of what's going on.
With HAL ZBE_Caching seems to just not work.
For Example:
With ZBE Caching on... the rubberbanding causes planes to just crash into the ground basically and exploded. I've watched it with my own eyes on invisible units. I know this for a fact because when i turn it off, HAL literally works fine. Commands go out normal, everything & there are not exploding units.
On the morale pointer, i will test this out, BUT we were still in the recon phase. Therefore he couldnt have lost that many units by then, it only started being weird when we all left the server and got back on and both HAL AIs were just dead.
Okay, something's definitely wrong there. I was under the impression with ZBE that AI crews inside vehicles are not supposed to be cached, so they shouldn't disappear/rubberband like that. Do you have multiple vehicles in a group? Is it caching some of the vehicles but not the lead one? Are you running any mods that might interfere with ZBE? (unlikely but still worth asking)
Sounds like a bug with users leaving and rejoining, or it's a bug with servers running in persistent mode. I'll update the OP. That said, I still always recommend keeping the morale coefficient at 0 to prevent HAL "stopping" in the late game.
I'll update the OP with these. As for your cache issue Azraeel, I'm totally stumped on what to suggest. Let's hope it gets sorted in a future update.
After seeing the code myself and double checking things, turns out the problem was me and my mates end, both had the same f**ky wucky weirdness with the way our installs with arma was being installed, something was broken witch stopped the reading of this one bit of code that added crew to the parked craft, sorry for the chaos XD
and no, i dont know why any code should bug out like that, it shouldn't, but my guess is arma don't like having its main files spread across more than one hard drive/ssd or some nonsense
You can spread out your install folder across multiple drives on Linux. It's easily done using symlinks. I know Windows file system can make shortcuts to folders, but that's not the same as directly mapping one part of the filesystem to another. It'd be cool to have the base Arma 3 folder on your SSD and your workshop folder on a mechanical drive with loads of space. Save on them precious SSD read/writes, yo :)
Rambling aside, I'm glad you figured out what was wrong and thanks for letting me know it's fixed. I'll correct the OP today.
Thanks Fox, I've added this to the OP.