xrook 10 Posted August 17, 2014 Strange thing that body removal gave you error, have worked normally before. But made some changes. Many vehicles have simulation set off to save performance, thats why those dont explode. i dont know maybe a vehicle that cant be deleted or something?? anyway im just waiting for the fix on that sidestep wall, i was planning on making an organized base but i couldnt Share this post Link to post Share on other sites
stlassen 16 Posted August 17, 2014 (edited) I'm also now experiencing major FPS drops after typically a few hours of play. I know mods does may be some of the cause. Especially I noticed less of a drop disabling bCombat. However, mods are not the only reason. I saw this on the map, which wasn't there earlier in the game. I noticed it when I checked the map after noticing the FPS drop. http://cloud-4.steampowered.com/ugc/40850533314429349/8049B916CA0F2BA21D86B726D1AE1DD7696FF5EB/ Major assembly of opfor in the NW part of the map. Restarting the mission helps for a while. :) Edited August 17, 2014 by stlassen Share this post Link to post Share on other sites
SaOk 112 Posted August 17, 2014 Those markers are just markers, no life there. Even if going there, only two will be in activated state at one time (as default). But working on the behaviour scripts to prevent those pileing in one location. Still much work in progress in that feature. Share this post Link to post Share on other sites
stlassen 16 Posted August 17, 2014 Those markers are just markers, no life there. Even if going there, only two will be in activated state at one time (as default). But working on the behaviour scripts to prevent those pileing in one location. Still much work in progress in that feature. Ok. Cool. :) Well... Strange things are happening. No idea what's going on. As I entered the game now, the team shoot me down. One time I managed to duck down behind protection and order them never to shoot, at which time I could show my face. Then I asked the medic to heal himself and he went into an infinite loop of continues healing himself. Guess he is a hypochondriac. :D I don't think, though, that this has anything to do with WLA. I will now restart and try a game completely vanilla. Cheers :) ---------- Post added at 20:28 ---------- Previous post was at 20:02 ---------- I don't know what's in store for the cutscenes, but... I just finished building my base when an enemy vehicle of sorts drove by and opened fire just as the cutscene was playing. Result was lose of most of the team and wrecked base. All I did was just stay there in a yellow glow. :D Share this post Link to post Share on other sites
SGforce 10 Posted August 18, 2014 Are civilian mods a possibility on WLA? I was about to grab one with a bunch of cars and buses but realized that I only saw options for adding in military vehicles. Share this post Link to post Share on other sites
xrook 10 Posted August 18, 2014 Ok. Cool. :)[/color]I don't know what's in store for the cutscenes, but... I just finished building my base when an enemy vehicle of sorts drove by and opened fire just as the cutscene was playing. Result was lose of most of the team and wrecked base. All I did was just stay there in a yellow glow. :D real men dont look at the look at explosions :cool:, that is the closest thing you can be in a movie moment Share this post Link to post Share on other sites
stlassen 16 Posted August 18, 2014 real men dont look at the look at explosions :cool:, that is the closest thing you can be in a movie moment HAHAHA Share this post Link to post Share on other sites
Palescandolo78 10 Posted August 18, 2014 Hi Soak and thanks for this special mod. I think is the best one that works for dynamic campaign. This is why i wanna help you with his improvement. I just downloaded the mod and added community mod, animal and voice addon from your page. I started the game and i am at the seconth task, meet the rebels before attack connor base. i try, on the way, to destroy the antenna radio, but i have only 1 simple charge and no satchel. Then i try to call in support the gear in the hope there is some good explosive. Now the issues i experienced: - The drop seems arrive, some smoke on ground, but when i search for it nothing. I dont know if this is cause the area is not safe, but if is so, should appear some message that the drop cant be delivered, cause i used anyway 80 points of prestige. the area of supply drop is anyway marked on gps but nothing inside. - when i open any menu, town, units etc. a message of error appear on my screen: No entry 'missions\__cur_sp.stratis\description.ext/teammatedialog/controls/rsclistbox_1500.listsscrollbar'. Any idea on how to fix this? I need any other mod? Im playing Arma 3 And only cba addon is added. I hope you can help me to improve this for the best gameplay, mine and of all community. Really thanks for this. <3 Share this post Link to post Share on other sites
xrook 10 Posted August 18, 2014 are you playing Whole Lotta Stratis? that map is too outdated switch to Atlis Share this post Link to post Share on other sites
SaOk 112 Posted August 18, 2014 CSAT vehicles should have simulation disabled when cutscene plays, but also spotted that bug some days ago. Fixing it soon. If team-mates stuck in healing/repairing animation, you can use the unstuck function on them (activate bugged units -> wla menu -> other). Civilians cars can be enabled in the second vehicle section in the mod menu. Thanks Palescandolo78, :) sorry havent find time to update the Stratis version for a long time. Can probably only visit that mission after the MANW-competition deadline in late October. ---------- Post added at 19:27 ---------- Previous post was at 18:46 ---------- New smaller WLA SP update. Tweaks (including improvements for vehicle zone movements) and fixes. Share this post Link to post Share on other sites
Palescandolo78 10 Posted August 18, 2014 are you playing Whole Lotta Stratis? that map is too outdatedswitch to Atlis Yes i am. I Just downloaded the link i found. There is somenew version? And where is the last updated link please? Ty for answer. Btw the campaign is amazing and im going to' play wla with the bugs too :) Share this post Link to post Share on other sites
SaOk 112 Posted August 18, 2014 If you want to install it manually, the latest version can be got here (same link in the thread's first post): :) https://www.dropbox.com/s/c9teb12jubx88qf/SPWholeLottaAltis.7z Can also be found in workshop too. Share this post Link to post Share on other sites
Ch53dVet 10 Posted August 18, 2014 While trying to find out which mod I'm using that might be conflicting with an issue I'm experiencing (rapid body decay) I went back and loaded each and every version from 1.99663 to the current to see when my problem began to rear it's ugly head. I noticed in the introduction scenes (beginning with version 1.99672) where the 2 soldiers hear the box van coming down the road there are a flock of birds in and alongside the road. Now, up to this version the birds always got up and flew away, currently, they just lay there flapping their wings as if someone super-glued their bodies to the ground. Share this post Link to post Share on other sites
SaOk 112 Posted August 18, 2014 Thanks for pointing. Had recently made some changes in the bird function but forgot to enable one new related function in the intro. Its fixed for next update. The body removal should work normally. Changed recently it to follow alldeadmen-command instead of alldead which makes it not conflict with vehicles and animals. Its possible that some mod is overwriting that alldeadmen, breaking the meaning of it. ---------- Post added at 01:33 ---------- Previous post was at 01:01 ---------- New hotfix WLA SP update. Quick fix for vehicle zone moving issue + some other tweaks/fixes Share this post Link to post Share on other sites
qdrummer21 10 Posted August 18, 2014 So I just had a thought today. Would it be possible to add some bunker and guard tower options into the build menu that would NOT count as bases. There are times where I want to put up several bunkers and/or towers in a base that I'm building, the reason I currently don't like doing this is they show up in the Fast Travel options as individual bases. I'm venturing to guess that the AI recognize them as individual bases as well for the purposes of attacking and defending. I know there's the problem of how to know which ones are the actual base and which ones are just extras. The towers I know have different "skins" in different colors, but I don't know if the bunkers come in more than 1 color. Share this post Link to post Share on other sites
xrook 10 Posted August 19, 2014 (edited) just started new game if(typename _pos1 == "OBJECT") then {_pos1 = getpos > Error position: <_pos1 == "OBJECT") then {_pos1 = getpos > Error Undefined variable in expression: _pos1 File A3\functions_f\geometry\fn_dirTo.sqf, line 20 Error in expression < select 0; _e = _this select 1; _dir = [_s, _e] call BIS_fnc_dirTo; _dis = _s di> Error position: <_s, _e] call BIS_fnc_dirTo; _dis = _s di> Error Undefined variable in expression: _s File missions\__cur_sp.altis\SharedFuncs.sqf, line 609 Error in expression <) then { sleep 0.1; if (!([getmarkerpos _x,(_this select 0)] CALL SAOKWATERBETWE> Error position: <_x,(_this select 0)] CALL SAOKWATERBETWE> Error Undefined variable in expression: _x File missions\__cur_sp.altis\AlarmEvents.sqf, line 18 Error in expression < = _s distance _e; _p = 50; while {_p < _dis} do { _Pos = [(_s select 0)+(sin _d> Error position: <_dis} do { _Pos = [(_s select 0)+(sin _d> Error Undefined variable in expression: _dis File missions\__cur_sp.altis\SharedFuncs.sqf, line 612 Error in expression <r = [_s, _e] call BIS_fnc_dirTo; _dis = _s distance _e; _p = 50; while {_p < _di> Error position: <_s distance _e; _p = 50; while {_p < _di> Error Undefined variable in expression: _s File missions\__cur_sp.altis\SharedFuncs.sqf, line 610 and an AA in the middle of the sea :D http://i59.tinypic.com/iog5qu.jpg ---- restarted and it didnt give me that error anymore --- task issue: guard blackfoot crash site has major issues, especially when im in a terrain disadvantage the armored vehicle is at the other side of the hill and its not even close to the crash site (100-200 meters away reloaded multiple times) yet it has somehow able to "obtain" the crashed chopper http://i58.tinypic.com/2wqbqs8.jpg --- reloaded and tried again this time i was able to destroy the tank before it could even get near but this time it was the infantry group that got close and failed the task http://i61.tinypic.com/9ut5w2.jpg ---- already doing my best to not any enemy get near that danm chopper yet it still fails... i dont even know how to complete this task anymore ---- i warn you man, you gotta 'perfect' what features you have now before adding new ones otherwise by the time you hit the deadline you might end up submitting an unpolished game. if your stressed out i suggest take a day off and go to a strip club or something --- i have to admit some parts of your mission is frustrating, but some parts of it make me laugh like hell http://i60.tinypic.com/2j4ubfc.jpg this was not the best way to start the mission... the truck landed on the roof of the house and exploded, killing the civilians inside it HAHAHA Suggestion: instead of giving us the truck at the start of the game, turn it into 1 free call support via 0-8-1 (you never used this function, i wonder why). this way when we found the proper location to set up camp we would just simply call it, instead of going all the way back to its location or risk of dragging it around when enemies are within the radius Edited August 19, 2014 by xrook Share this post Link to post Share on other sites
SaOk 112 Posted August 19, 2014 (edited) As I said the new tasks are still WIP. Had one typo in the alarm script (causing those errors), after changes for better performance. No way to set where the paradropped stuff lands at the end (only prevent the overall location, e.g. sea if player isnt calling the drop). Edit: Hotfixed that error. Edited August 19, 2014 by SaOk Share this post Link to post Share on other sites
xrook 10 Posted August 19, 2014 (edited) bug: the two resistance group that you meet (optional) before rescuing the resistance POW are still registered as 'civilians', whether they are in your group or turned HC TPW hud shows them as 'civilians' bcombats no AI fatigue feature also shows no affect on them will find and hire another NPC if this bug applies to them too EDIT: nope just them ---- i know you cant set where the paradrop ends but at least give us the ability to call 'when' Edited August 19, 2014 by xrook Share this post Link to post Share on other sites
SaOk 112 Posted August 19, 2014 New WLA SP update. Another hotfix, also added CSAT support/medical zones and movenent behaviour for those and naval zones. The resistance group should be fixed now too. Share this post Link to post Share on other sites
xrook 10 Posted August 20, 2014 (edited) BUG: sidestep, undo, then sidestep again creates a gap between the newly constructed wall and the original this is the bug i was talking about http://i59.tinypic.com/33nb9cj.jpg sidestep, undo, then sidestep again http://i58.tinypic.com/2lvmzoz.jpg ---- when did this tiny shack became a blue base?? http://i62.tinypic.com/erd35x.jpg theres like 8-13 people inside and it was easy murder them all :D http://i59.tinypic.com/3534dap.jpg http://i58.tinypic.com/1e5a8z.jpg hahaha ---- i think theres something wrong with your 'base creation' script http://i59.tinypic.com/qs5q1h.jpg that is not even a proper green base that i usually see, and it was next to the blue base i posted above who builds these kind of bases?? the chinese? --- as soon as i get the mortar support Error in expression <"Ping_New_Available", BIS_SUPP_channels select ([WEST, EAST, RESISTANCE] find si> Error position: <select ([WEST, EAST, RESISTANCE] find si> Error Zero divisor File A3\modules_f\supports\procedures\refreshMainWindow.sqf, line 45 --- Bug: i dont know what happened here but these are the guys thats suppose to spawn and protect the captured blue base http://i58.tinypic.com/30a9w6p.jpg :butbut: --- Bug: (never mentioned it because im sure you would atleast notice this one) the AI guards that you buy in the construction menu still comes in with separate vehicles --- assist to defend what??? http://i59.tinypic.com/2mcujqa.jpg that base on the far north west of the map is doomed. i was wondering why vehicles keep spawning at that location... i thought it was a spawn point or factory --- Bug: this is the storage I made, i dont know why i still have to take over it :confused: http://i57.tinypic.com/2drxaur.jpg --- small typo: "you already have thAT guard" ----th->AT<--- ---- small... bug? error? sometimes the men you bought via AI guards on construction menu, they are wearing civilian clothes instead of a proper military uniform http://i59.tinypic.com/2w4dyqb.jpg Edited August 20, 2014 by xrook Share this post Link to post Share on other sites
SaOk 112 Posted August 20, 2014 Cant reproduce that sidestep issue, working normally so far for me. But will keep eyes open. You may need to add one guard or static weapon to capture that storage or its build too far from the guardpost. There could be also some minute delay. Share this post Link to post Share on other sites
xrook 10 Posted August 20, 2014 well... theres no static or anyone there yet just prisoners :D because you know "assets locked by task" thing, so this is after finally getting my assets Share this post Link to post Share on other sites
SaOk 112 Posted August 20, 2014 New WLA SP update. Team-mates now can be purchased also via call support, more vehicles to call in call support, other fixes and tweaks. Share this post Link to post Share on other sites
xrook 10 Posted August 21, 2014 (edited) this is the bug i was talking abouthttp://i59.tinypic.com/33nb9cj.jpg sidestep, undo, then sidestep again http://i58.tinypic.com/2lvmzoz.jpg Solved: it was Xlib mod the new version(a requirment for X39's map markers mod) , i reverted back to the old (that came with the map marker mod itself) and reverted to a new game (resume), now its fine ---- Error in expression <units _groupCTP) select _i; if (vehicle _xx == (_chop select 0)) then { _nul = > Error position: <_xx == (_chop select 0)) then { _nul = > Error Undefined variable in expression: _xx File missions\__cur_sp.altis\ChopperTransportPara.sqf, line 57 ---- or not... Solved: it was Xlib mod the new version(a requirment for X39's map markers mod) , i reverted back to the old (that came with the map marker mod itself) and its fine now after reloading to continue my save the problem returned... :( --- after experimenting around as of why sidestep is broken for me i was able to replicate as of why im able to move (ASWD) even though i have the construction menu up (with out having to press the function "move" in the menu) simply enter a vehicle and exit again, voila! you can move around and construct properly which is a good bug that benefits convenience meh bulshit Edited August 21, 2014 by xrook Share this post Link to post Share on other sites
SaOk 112 Posted August 21, 2014 The sidestep bug could related to object purchasing rare duplicateing bug that still haunts sometimes. Hope to solve it someday, so far all tricks have failed for it. Share this post Link to post Share on other sites