Dwarden 1125 Posted October 15, 2010 Thanks for the continued support BIS.I've noticed a few bugs cropping up in recent betas. I'll list them now (while I can remember and then update with examples/repros when I get home later from work). Script Error using BIS artillery module in certain situations Script error when playing killed.sqs in a mission Units stuck in danger mode Units unresponsive after player assumes control then 'jumps into' another unit any chance for repro cases and CIT ticket ? :bounce3: ---------- Post added at 00:41 ---------- Previous post was at 00:40 ---------- AI is constantly crashing it´s choppers in latest two betas :mad: same as above? any repro mission ? :bounce3: Share this post Link to post Share on other sites
metalcraze 290 Posted October 16, 2010 (edited) Don't know if it was reported ever or how long was this going on (I've used this vehicle pre 1.54 the last time) but when you are sitting inside the special forces hummvee you can see a few textures missing. However when you look at it from outside everything appears to be fine. I used only the latest beta and no mods. Edit: checked it with 1.54 - same problem. Edited October 16, 2010 by metalcraze Share this post Link to post Share on other sites
emcnally 0 Posted October 17, 2010 Some bugs I've found when playing in Warfare mode. cannot purchase repair/ammo/fuel vehicles from depots. when resuming a mission after a save units look as though they are firing at night Share this post Link to post Share on other sites
NoRailgunner 0 Posted October 17, 2010 Somehow the AI got more problems: Flying aircrafts They crash very often and they can't recover from their own steep dive maneuvers. Imho it would be better if they change their default altitude with behaviour eg careless: +200m AGL safe: +150m AGL aware: +100m AGL danger: +50m AGL stealth: +50m AGL Driving in convoys Still there is a big gap between the first leading vehicle and the others. This leads very often to problems. Perhaps it would be better or at least a good betatest if AI would start all together with slow speed and continue with normal or fast speed? Another big issue for AI are still narrow roads and T-intersections. Many times the AI will get stuck into these and close objects (walls). Using weapon systems AI dont use plausible target or threat priority. AI loosing their ground targets if an aircraft is flying over them. Especially AI machinegunners do fire at helicopters and doing this they oppose a threat to their own team/group. "Hold fire" doesnt work for AI in combat. :rolleyes: Maybe its time for AI devs to develop AI with more different and specific abilities? Share this post Link to post Share on other sites
das attorney 858 Posted October 17, 2010 (edited) any chance for repro cases and CIT ticket ? :bounce3:: Here's a repro mission containing both of the first two errors. Just install the mission as per usual. The artillery will fire automatically and produce it's error. Then if you press 004 it kills you and displays the zero divisor error for killed.sqs (if you're using show script errors). The error doesn't write into the rpt if just one blufor unit is present though. That's why there's a playable unit to change to when you die. Here's the rpt If you think it's worth it I'll add a ticket for each of these on the CIT. I'm not keen on doing that though as I've reported stuff in the past that was ignored/rejected out of hand. In fact, the artillery error was already reported (I noticed it when using ECHO fire detector) and the ticket was boned. No mods were used. Beta 74123 used. For the last two things I've seen, (units stuck in danger mode and unresponsiveness from units after changing player within team) it's more subjective to spot them as not working as intended. Here's a simple repro mission, but it seems to become more of an issue when missions are bigger in scope, with more units and waypoints & triggers on the map. Have a play around switching units and see if anything weird happens. Occasionally, I've changed to a subordinate unit and some of the team still follow me in formation. (sometimes not though). Would it be more helpful if I get something on Fraps? It's really difficult to replicate the weirdness, maybe it's only under specific conditions. Thanks Edited October 17, 2010 by Das Attorney Share this post Link to post Share on other sites
CarlGustaffa 4 Posted October 17, 2010 Script error when playing killed.sqs in a mission But why use it? Isn't that part handled automatically (showing teamswitch dialog and all that)? Your mission doesn't include onKilled.sqs. I use my own onKilled.sqs to start a custom onKilled.sqf, and I haven't experienced any problems with that. I did however experience plenty of problems long time ago when trying to change onKilled.sqf into what I needed it to do. Does the builtin onKilled.sqs retransmit the correct parameters to onKilled.sqf? Can't remember atm the nature of the problems I had at the time. Share this post Link to post Share on other sites
das attorney 858 Posted October 17, 2010 But why use it? Isn't that part handled automatically (showing teamswitch dialog and all that)?Your mission doesn't include onKilled.sqs class Item1 { position[]={4509.4878,339,10335.271}; a=0; b=0; interruptable=1; age="UNKNOWN"; expCond="!alive ic"; expActiv="[] exec ""onPlayerKilled.sqs"";"; class Effects { }; }; That's a trigger from the mission.sqm. Not sure why it's not working for you. I included this as; yes I got the dialog when I died, but not the red screen and then camera tracking over to the killer unit (not that it happens in this example as the killer is a trigger). Should it have onKilled.sqs in the mission as well? Share this post Link to post Share on other sites
CarlGustaffa 4 Posted October 17, 2010 (edited) No I mean the only reason for "using" onPlayerKilled is if you want to customize the effect (isn't it?), and that would require having them in the mission. If you make onPlayerKilled.sqs, you can point it to a custom death script in your mission. If you don't include it, it will happen anyway as part of default behavior. So what I'm saying is either remove the trigger starting it since it's already started automatically, or create your custom one to change the effects you want. Keep in mind that onPlayerKilled is an event script and doesn't require to be started externally. I'm guessing that what you send in as an empty parameter ([] exec...) is filled in automatically by the engine when executed as an event. If you want to play with it, you just have to put the script in your mission, it doesn't need to be exec'ed, the event takes care of that. I checked. The sqs says _this execvm "onplayerkilled.sqf"; and the sqf says: _player = _this select 0; _killer = _this select 1; if (isnull _killer) then {_killer = _player}; But you're sending it nothing, so the select commands will fail. It is in the rpt too. But when the engine starts it as an event, Passed an array: [player, killer]. Checked my old script just to remember what I was going for. Changed the post processing. And I have custom death tunes in the SP mission that is played if any in your squad goes down (unless already playing a track). But I had team switch. So when I was killed I would get the default tune instead. I had to fix that. And now I remember what was hard about it. Any script errors in there, and you may not get the dialog, and the game hangs as a result :p Edited October 17, 2010 by CarlGustaffa Share this post Link to post Share on other sites
das attorney 858 Posted October 17, 2010 Okay, thanks for the info and explanation. I'll go back and play about with the killed scripts. Still, the artillery errors seem legit. Hope someone can have a go with them and see if they can confirm it. Share this post Link to post Share on other sites
Maxzy 12 Posted October 17, 2010 Russian translation issue since 73968 : in editor where you setting groups of units, "sniper pair" which is right name, became somehow "sniper trio". Share this post Link to post Share on other sites
santafee 10 Posted October 17, 2010 there was a fix for choppers with unload WP´s in the latest beta, which should make them hover lower on the ground while unloading troops. can anyone confirm that the choppers still hovering much to high? guess 2-3 meters is a bit much for combat troops to get out of a helo into combatzone:confused: Share this post Link to post Share on other sites
Dwarden 1125 Posted October 17, 2010 it should be 1.5m now Share this post Link to post Share on other sites
gabe_ruckus 5 Posted October 18, 2010 Why would they hover at all? Your average person is 2m tall, so you've got them jumping at least 75 percent of their height out of a helicopter onto rocks with full combat loads. In real life, this would result in some pretty busted joints. Plus, it seems like the helicopters are hovering 1.5 meters off the ground from the bottoms of their landing gear, which adds another meter or so to the door for the total height the soldiers are disembarking from. I think it'd be more realistic if the helicopter would just touch down (Or you guys implemented some type of "Fast Rope" waypoint. ;) ). Share this post Link to post Share on other sites
CarlGustaffa 4 Posted October 18, 2010 Not that I wouldn't mind fast roping, but it's surely not the normal way to deliver troops. Would have to be activated by script, not something everybody can do from everywhere just because they feel like it. Share this post Link to post Share on other sites
Nephris1 10 Posted October 18, 2010 (edited) Why would they hover at all? I really prefer the hovering feature, as "landing - unload - start/fly away" takes much more time as "hovering - unload - fly away". At the end a game is always a balaning between RL and GL. What i am interested in, is the fix for deploayable weapons. I guess in the meantime everyone knows about the prob ,that u cant (un)deploy static weapons anymore. Would be fantastic if that feature could get running in the next "fullpatch" again,if not already in one of the betas. Edited October 18, 2010 by Nephris1 Share this post Link to post Share on other sites
f2k sel 164 Posted October 18, 2010 Not that I wouldn't mind fast roping, but it's surely not the normal way to deliver troops. Would have to be activated by script, not something everybody can do from everywhere just because they feel like it. I did see a news report last week where it said some troops fast roped from 8,000 meters. Share this post Link to post Share on other sites
EricM 0 Posted October 18, 2010 That's a pretty long piece of rope... Share this post Link to post Share on other sites
SaOk 112 Posted October 18, 2010 (edited) I was complaining about AI flying already before, but I noticed its even much worse - in last few betas, spawned AI chopper now always drop altitude much after spawning and crashes to ground. Here is the code: chop1 = [[getpos helistart2 select 0,getpos helistart2 select 1,150],1,"AW159_Lynx_BAF",WEST] call BIS_fnc_spawnVehicle;(chop1 select 2) move (position helipad3); You can change the starting point and waypoint position freely. It dosent seems to affect to bad outcome. Keep height for start at 150m. Edit: It seems that lowering the start height have effect. When 50m, all goes fine. When 100m, the chopper barely manages to avoid hitting the ground. And when about over 100m and more (tested with up to 300m), the chopper always crashes. I´ll use that 50m for now, but there really is something badly wrong in current pilot AI. I have seen much suddent altidute drops in other situations including chopper vs chopper combat and careless formation flying. Edited October 18, 2010 by SaOk Share this post Link to post Share on other sites
CarlGustaffa 4 Posted October 18, 2010 (edited) Yeah I think I can confirm that. I have a SP mission on Utes featuring an UH-1Y for some air support. For the first time ever, it crashed. Seems that old fix is broken, even if I experienced no crashes (in this mission) before. Only checked once, so it could be a coincidence. On the other hand, is editor behaving better for others? Previewing missions in windowed mode no longer seem to be causing lack of focus. Didn't see it mentioned in the log. Edit: Tested again, and this time it lasts and lasts and lasts. So it probably got hit or just had some bad luck. Edited October 18, 2010 by CarlGustaffa Share this post Link to post Share on other sites
ProfTournesol 956 Posted October 18, 2010 I did see a news report last week where it said some troops fast roped from 8,000 meters. Was on Fox news ? :D Share this post Link to post Share on other sites
maturin 12 Posted October 18, 2010 They wouldn't know the difference between a meter and a millimeter, now would they? Share this post Link to post Share on other sites
Scrub 0 Posted October 18, 2010 Was on Fox news ? :D Naa, it was MSNBC. Here: I wonder what sling under the helo would look like for 8000m, and if the rope would weigh more than two 110 howitzers. More like 80m, that would be incredibly high. Share this post Link to post Share on other sites
das attorney 858 Posted October 18, 2010 any chance for repro cases and CIT ticket ? :bounce3: See here for CIT entry. I made the mission more relevant. Hopefully, that's what they're looking for :) Share this post Link to post Share on other sites
arthur666 10 Posted October 19, 2010 Yeah I think I can confirm that. I have a SP mission on Utes featuring an UH-1Y for some air support. For the first time ever, it crashed. Seems that old fix is broken, even if I experienced no crashes (in this mission) before. Only checked once, so it could be a coincidence.On the other hand, is editor behaving better for others? Previewing missions in windowed mode no longer seem to be causing lack of focus. Didn't see it mentioned in the log. Edit: Tested again, and this time it lasts and lasts and lasts. So it probably got hit or just had some bad luck. I don't know. I can't get an AI Mi-8 to fly from the southern Takistan Airbase up to one of the NW villages without it crashing into a ridgeline, on normal speed at least. Share this post Link to post Share on other sites