SkaceKamen / random-infantry-skirmish

RIS mission for Arma 3
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Issuse with a fragmentation of spawning group despite of set value #34

Closed bnsonear closed 7 months ago

bnsonear commented 2 years ago

Hi, SkaceKamen, Thank you for the fantastic mod and your humble listening!

Your mod make me happy, it's my essential mod to play. Refined push mode with defensive structures delivers more fun to Solo-play of Arma 3.

Here is a report of a bug which has not been fixed since the introduction of new push mode.

Player generally start the mission with 3-3 group. If everything is ok, newly spawned unit after death should be designated to the original 3-3 group.

However, the present RIS, After death of player or friendly AIs, the unit designated to one among 3-3, 3-4, 3-5 and more. Whether the player is a leader or not, various interactions including calling medical assistant and "taking command" is only available to the unit in the same group. Checking stuck unit (AI) is also crucial, but checking this would be practical when the units are bonded to the same group. Fragmentation of spawning group could severely decrease the fun of this RIS mod, especially for solo-players. I miss the perfect unified group for spawning in the old days of Random Infantry Skirmish mod, It is really painful to play RIS without AI group support (and ordering)

Of course, "group per side" in Spawning tap has been always 1. I assumed that "groups advantage" in Enemy tab would induce this bug because I have set the value as +2 (total 3) since the mod install, so I switched it to 0, but the result was the same. BlueFor became fragmented as 3 or more groups.

I prepared a screenshot for comparison. https://imgur.com/a/X21HxWP You can see only one BluFor group in the upper picture, but there are 4 groups in the bottom picture.

Kamen, is it possible that one of my mod spoiled your innocent RIS mod?

Below are a list of my installed mods. I have got many benefits from the mod and there are many customized settings, so it is not easy to give up mod and disable all of them for test. However, if you pick up the suspicious mods from the list below, than I will test the gameplay (spawning) with disabling mods you selected.

Thank you for reading this, Kamen.


3CBBAF Weapons AbuSayyaf GroupI (NIA) ace ACE Compat - RHS GREF ACE Compat - RHS SAF ACE Compat - RHSAFRF ACE Compat - RHSUSAF ACE compat - RKSL StudiosAttachments3 02 ACE- RHS - CompatibilityPatch for NiArmsComplete AdvancedRappelling AdvancedSling Loading AdvancedUrbanRappelling AfghanNational ArmyCommandos (SMA) AfricanSpecialForces (SMA) AGC-AdvancedGarbageCollector All-in-OneCommand Menu(Deluxe) Altiplano Angola Mapsvl.3 Anizay Arsenal Search Australian 2commando and NZSAS [NIA] AutomaticViewDistance Beketov BritishSAS andSBS\ (SMA) CanadianJoint Task Force2 CANSOF [SMA] CBA_A3 Central AfricanRebels(NIA) Chernarus2035 Chernaruswinter With fixed footsteps CommunityFactionsProject (CFP) CUPACE3 Compatibility Addon- Weapons CUPehicles CUPTerrains- Core CUPTerrains- CWA CUPTerrains-Maps CUPTerrains-Maps CUPUnits CUPWeapons DHI Uniforms andEquipment DrongosAir Operations DrongosArtillery DrongosCommandEnhancement DrongosMapPopulation DrongosMissile System DrongosQuick Respawn dzn Zeus SearchPatch EnhancedGPS EnhancedMapAceversion EnhancedMovement EnhancedMovement Rework EricJTalibanunits FHQ_Accessories G.O.S Al Rayak G.O.S N'ziwasogo Gorgona GOSLeskovets Halsoy.Norway Hazar-KotValley Hellanmaa IntetiorsfotCUP IslaAbramia IslaDuala -V IslandPanthera Israeli Special Forces Shayetet 13 )SMA) Jbad JSRS SOUNDMOD JSRS SOUNDMOD - CUP WEAPONSMOD SOUNDSUPPORT JSRS SOUNDMOD - CUPEHICLES MODSOUND SUPPORT JSRS SOUNDMOD - RHS AFRFMod PackSoundSupport JSRS SOUNDMOD- RHSUSAFModPack SoundSupport JSRSSOUNDMOD-ReloadingSounds JSRSSOUNDMOD-RHSGREFModPackSoundSupport JSRSSOUNDMOD-RHSSAFMod PackSupport Kidal Kujari Kunduz.Afghanistan KunduzAfghanistan - Doors& Multiplayer Fix LAMBS_Danger fsm Legacy MainMenu (ACEVersion) lhantala Limited Gun Movement Lingor/Dngor Island LYTHIUM MAKTACinsignia MBG Buildings3(Arma2 Legacy) MBG BuildingsAfricanGeneric (Arma2Legacy) MCC Sandbox4 Mission MakingTheEasy way MilitaryGear Pack MSKE_2017 NA Mullof Kintyre NiArms AR15Rifles NiArms Core NiArmsAllInOne(VI4 Onwards) NiArmsFALRifles NiArmsMG3 GPMGS NIAtmsAllinOne NoMoreAircraft Bouncing Pakistani Special ServiceWing People’sLiberation Army SpecialForces PKL LEGACYERSION PLP Containers PolishGROMSpecialForces|RHS| Project BLUFOR Pulau Ragdoll PhysicsPlus v1.12 ReshmaanProvince RHSAFRF RHSGREF RHSSAF RHSUSAF RKSL Studios-Attachments3.02 Rosche Germany Ruha Saint Kapaulio SFFRussianehiclePack SMA - NIA AmmoPatch SpecialistMilitaryArms(SMA) version 2.7.1 TF47Launchers USMARSOCMarineRaiders[NIA] USMilitaryMod UzbinValley VcomAIV3.4 VehicleDoor Actions VIDDA|LEGACYERSION virolahti-Vallatie7 VSM - ACE3 Compatibility VSM All-In-OneCollection VT5 -altatie51FinalRelease|Finnishterrainfor A3 Yellowstone

SkaceKamen commented 1 year ago

Hey, thanks for the report, this issue is a complex one.

The mod creates a new group every time new units are spawned, but it's intentional because the AI was very confused when the unit got spawned far away while the rest of the group was on point. They'd either get stuck or wander in random directions.

One solution would be to use something like Battlefield and spawn new units close to the group, but that could lead to balance issues.

SkaceKamen commented 7 months ago

Should be deployed soon: https://github.com/SkaceKamen/random-infantry-skirmish/pull/55

SkaceKamen commented 7 months ago

The groups are now reused