majorjack 1 Posted March 3, 2016 The outpost and the resource are located to the east of kavala (at the dump), so they are some distance away from the next base.I will post the rpts once I get home Share this post Link to post Share on other sites
steel rat 5 Posted March 3, 2016 @barbolani I helped defending a Nato base. After the attack I started to collect weapons and other things from dead people. As i did not have car to put them in, I put the stuff in the ammo box near the flag instead. Back again after a while with a car to grab my stuff, but everything was gone. Is it your intention to not be able to store stuff there? The ammo box was empty when I started to put things in there. 1 Share this post Link to post Share on other sites
barbolani 198 Posted March 3, 2016 Yes, those ammobox are furniture. Will make them dissapear as lead to confusion. Sorry about that. Share this post Link to post Share on other sites
jamie1992 17 Posted March 3, 2016 Well past the notion of trying and failing to explain my Mortar issue. Is there any way around Arsenal not really unlocking anything aside from 1 pistol after nearly 7 hours of play and numerous "Arsenal Updated" notifications from looting and putting enemy guns, ammo, vests, backpacks and such into the box? And also items within that box getting deleted? Lost massive amounts of 5.56 mags and also a lot of attachments from Enemy weapons that were in the box but now gone. And also working with ACE in regards to ACE causing save corruption and the ACE Medical making the respawn system not work (Even when ACE Medical is disabled in ACE Options). 3.0 caused these issues does 3.5 resolve any of the aforementioned? Share this post Link to post Share on other sites
majorjack 1 Posted March 3, 2016 Well past the notion of trying and failing to explain my Mortar issue. Is there any way around Arsenal not really unlocking anything aside from 1 pistol after nearly 7 hours of play and numerous "Arsenal Updated" notifications from looting and putting enemy guns, ammo, vests, backpacks and such into the box? And also items within that box getting deleted? Lost massive amounts of 5.56 mags and also a lot of attachments from Enemy weapons that were in the box but now gone. And also working with ACE in regards to ACE causing save corruption and the ACE Medical making the respawn system not work (Even when ACE Medical is disabled in ACE Options). 3.0 caused these issues does 3.5 resolve any of the aforementioned? As I understand it, the Arsenal checks the inventory for a certain numbers of items. Example: If you manage to gather 15 Mk. 20 5.56mm rifles, they will be added to the Arsenal permanently. If you gather 12 scopes (or whatever the number is) of a single type, that scope will be added permanently to the arsenal. The thing is, you need that specific number of that specific scope/rifle/ammo etc. In our new game, we managed to gather 15 Mk.20 rifles and unlocked them in the arsenal. We gathered 15 or so ACO scopes, unlocked them (also for the AI you spawn!) we gathered 25 5.56 magazines => unlocked. We gathered 25 7.62 magazines => unlocked etc. Admittedly, the description ingame is a bit vague on this, as it suggests to gather 15 rifles, but does not say, that this means 15 rifles of one type. Regarding the inventory in the main base, there is a bug: quite often you cannot put items in it directly, because the game shows it as full. There is a workaround, you can put the items in a truck and transfer them from the truck to the inventoy. A fix would be appreciated. Edit: Here's a copy of my bug report in the steam bug reporting section: My three bugs as reported on the bohemia forums (majorjack) MP hosted, 4 Players Since I only after the game decided to report this bugs, I unfortunately have no screenshots. 1) A (human) medic tried to revive me, while having no medkit. This resulted in me being locked in a injured stance, where I could not move, but could not respawn or use even the ESC button. Rpt: http://www41.zippyshare.com/v/BcQGym1O/file.html 2) We attacked a small outpost, that is not even marked on the map (east of kavala). As soon as we killed the last guy, a Mora tank spawned instantaneusly at that base, without any warning. We managed to escape on foot and attacked a nearby resource base (dump east of kavala). After clearing it from infantry, once again a Mora spawned right on us, in the ressource base. Rpt: http://www41.zippyshare.com/v/QynMHFTL/file.html Share this post Link to post Share on other sites
barbolani 198 Posted March 3, 2016 Well past the notion of trying and failing to explain my Mortar issue. Is there any way around Arsenal not really unlocking anything aside from 1 pistol after nearly 7 hours of play and numerous "Arsenal Updated" notifications from looting and putting enemy guns, ammo, vests, backpacks and such into the box? And also items within that box getting deleted? Lost massive amounts of 5.56 mags and also a lot of attachments from Enemy weapons that were in the box but now gone. And also working with ACE in regards to ACE causing save corruption and the ACE Medical making the respawn system not work (Even when ACE Medical is disabled in ACE Options). 3.0 caused these issues does 3.5 resolve any of the aforementioned? I told you in a previous post to go to the Bug Report section in steam forums (read the original post) and send info there. If that's the case, the system is unlocking things for you but not showuing them in the Arsenal option, I will need server and one client (with the issue) .rpt files to check them. Regarding ACE, I think you have configured something on ACE about revive or respawn, as medical works fine (if ACE works fine). @majorjack: That's not a bug, it's an engine limitation, and I can do nothing. Solving this would require a mod. Share this post Link to post Share on other sites
majorjack 1 Posted March 3, 2016 Just posted the bugs in the steam thread with rpts. Since you were so fast with replying, the inventory bug is also listed. Really great to see such an active dev, keep up the good work! Share this post Link to post Share on other sites
barbolani 198 Posted March 3, 2016 Well past the notion of trying and failing to explain my Mortar issue. Is there any way around Arsenal not really unlocking anything aside from 1 pistol after nearly 7 hours of play and numerous "Arsenal Updated" notifications from looting and putting enemy guns, ammo, vests, backpacks and such into the box? And also items within that box getting deleted? Lost massive amounts of 5.56 mags and also a lot of attachments from Enemy weapons that were in the box but now gone. And also working with ACE in regards to ACE causing save corruption and the ACE Medical making the respawn system not work (Even when ACE Medical is disabled in ACE Options). 3.0 caused these issues does 3.5 resolve any of the aforementioned? ...or as majorjack said, you may be unlocking magazines and items, but not have still the required weapon count on any type to unlock them. Share this post Link to post Share on other sites
steel rat 5 Posted March 3, 2016 As barbolani said. Magazines and other stuff are not shown in the arsenal until you got the right weapon to use them. The aresenal is "weapon sensitive", you will see the unlocked magazines when you grab the matching weapon. And also, you must klick on the backpacks/wests to see the ammo. Share this post Link to post Share on other sites
majorjack 1 Posted March 3, 2016 Alright barbolani, here's your proof for instant spawning APCs: we attacked a convoy. The convoy was one strider and one boxer truck. I took out the strider with a pcml, my squadmade sniped the driver of the truck. literally seconds after, an apc spawns within 100 meters of the convoy. Look at the time in screenshots! https://picload.org/image/widairl/2016-03-03_00001.jpg https://picload.org/image/widairi/2016-03-03_00002.jpg https://picload.org/image/widairw/2016-03-03_00003.jpg https://picload.org/image/widaidr/2016-03-03_00004.jpg https://picload.org/image/widaida/2016-03-03_00005.jpg https://picload.org/image/widaidl/2016-03-03_00006.jpg https://picload.org/image/widaidi/2016-03-03_00007.jpg https://picload.org/image/widaidw/2016-03-03_00008.jpg I don't know why this is happening every time, but it just feels absolutely wrong. Convoy starts at 10:59 at angellochori base. at around 11:08:40 we make contact with it and take it out. By 11:09:00 the truck driver is sniped, the convoy thus finished. at 11:09:23 the APC is already at the convoys location. 23 Seconds later. We also, to be sure, let the convoy pass us buy unharmed. No apc ever came, just the strider and the boxer. Share this post Link to post Share on other sites
barbolani 198 Posted March 3, 2016 OMFG And you call that spawning? Because you see a marker appearing???? Those markers appear as reporting tool for the players, simulating the friendlies and locals telling you the aprox position of the enemy. They start appearing when some vehicle is engine spotted by a friendly, including a player. The Convoy Objective appears from the begining, to help the players in their ambush. But definetly that mora has been behind the objective (that's why it is marked as "Convoy Escort") since it's departure. LMAO :) Share this post Link to post Share on other sites
mike187 13 Posted March 3, 2016 Is it possible to check what the AAF AI level status is at the moment? maybe some command? thanks. Share this post Link to post Share on other sites
barbolani 198 Posted March 3, 2016 When you capture a flag, you receive some Intel Report, if you are lucky, you will know the exact AAF Skill level, which runs in the same way FIA does. Share this post Link to post Share on other sites
majorjack 1 Posted March 3, 2016 OMFG And you call that spawning? Because you see a marker appearing???? Those markers appear as reporting tool for the players, simulating the friendlies and locals telling you the aprox position of the enemy. They start appearing when some vehicle is engine spotted by a friendly, including a player. The Convoy Objective appears from the begining, to help the players in their ambush. But definetly that mora has been behind the objective (that's why it is marked as "Convoy Escort") since it's departure. LMAO :) There aren't just markers, there is also a lock on symbol in the screenshots and the mora icon on the map. It didn't appear, it did spawn. I couldn't take a screenshot of the mora because it instantly killed me, as soon as it came over the hill. We tried again, took out the convoy, this time a convoy escort inf. truck spawned. It really spawned right next to the convoy. here's a screenshot https://picload.org/image/widllrl/2016-03-03_00011.jpg The truck also spawned facing against the direction of travel of the convoy! What interest would I have in providing you wrong info? The gorgon/mora/infantry truck convoy escort always spawned right at the convoys location. We tried 6 times! Edit: and btw: the convoy takes at least 7 minutes from the nearest AAF base to our position. The truck appeared there within 60 seconds. Share this post Link to post Share on other sites
barbolani 198 Posted March 3, 2016 I don't think you have any interest, you just have a wrong perception. Escorts spawn in bases, same as the objective, same as the lead vehicle. I don't spawn them artificially. Engine failures on spawn positions drop errors and spawn anything. All that has been tested ages ago. Share this post Link to post Share on other sites
majorjack 1 Posted March 4, 2016 Sry if this has been suggested before, but is there a way you can make the persistent save to save the players loadout? And is there a way to load the persistent save without restarting the server? And an idea for a new quest type: smuggling operation: Some corrupt AAF soldier has been bribed by local FIA agents to sell some AAF weapons to you. You have to smuggle the car, which contains the weapons, out of enemy territory and into your main base. Covert reconnaisance: If you put on an officers military uniform, you remain undercover even if within bases and enemy checkpoints. Thus it is possible to recon those bases. Finally, but I guess this is too complicated: Small towns could be garrisoned by local police forces, instead of (or combined with) AAF troops, as in any civil war, both work hand in hand. Just my 5 cents : ) Share this post Link to post Share on other sites
barbolani 198 Posted March 4, 2016 When the commander saves, all the stuff the current players have is stored, so in the next session, each item will be found in the ammobox. If not, it's because it is unlocked and available in Arsenal. In a similar way when a player disconnects. Remember: your assets don't belong to you, belong to the glorious FIA. Some sidemission with AAF traitor is on roadmap. About the police. You know what I'm going to say, do you? really, I will do it, I cannot avoid it: This is not Altis Life :) Now seriously: police has little to say in a civil war, plus would require some mod/additional textures. Share this post Link to post Share on other sites
ceeeb 147 Posted March 5, 2016 I've found another script issue, that causes this error: 10:37:07 Error position: <param [0,"",[""]]; _cfg = configfile >> 10:37:07 Error Type Number, expected String 10:37:07 File A3\functions_f_bootcamp\Inventory\fn_baseWeapon.sqf, line 15 File is \REINF\dismissPlayerGroup.sqf, line 53: {if (not(([_x] call BIS_fnc_baseWeapon) in unlockedWeapons)) then {_armas pushBack [_x] call BIS_fnc_baseWeapon}} forEach weapons _unit; Should be: {if (not(([_x] call BIS_fnc_baseWeapon) in unlockedWeapons)) then {_armas pushBack ([_x] call BIS_fnc_baseWeapon)}} forEach weapons _unit; The additional brackets in the then code section makes it work as intended (or at least stop throwing the error). WIthout brackets script was treated as being interpreted as {(_armas pushBach [_x]) call BIS_fnc_baseWeapon}, which passes a number to BIS_fnc_baseWeapon 2 Share this post Link to post Share on other sites
barbolani 198 Posted March 5, 2016 omg thanks!!! I wish all the bug rep posts were like this!!!! Share this post Link to post Share on other sites
Guest Posted March 5, 2016 I've found another script issue, that causes this error: 10:37:07 Error position: <param [0,"",[""]]; _cfg = configfile >> 10:37:07 Error Type Number, expected String 10:37:07 File A3\functions_f_bootcamp\Inventory\fn_baseWeapon.sqf, line 15 File is \REINF\dismissPlayerGroup.sqf, line 53: {if (not(([_x] call BIS_fnc_baseWeapon) in unlockedWeapons)) then {_armas pushBack [_x] call BIS_fnc_baseWeapon}} forEach weapons _unit; Should be: {if (not(([_x] call BIS_fnc_baseWeapon) in unlockedWeapons)) then {_armas pushBack ([_x] call BIS_fnc_baseWeapon)}} forEach weapons _unit; The additional brackets in the then code section makes it work as intended (or at least stop throwing the error). WIthout brackets script was treated as being interpreted as {(_armas pushBach [_x]) call BIS_fnc_baseWeapon}, which passes a number to BIS_fnc_baseWeapon You saw that on the other thread with the bohemia dev. Yep, still easier than the method I used back then. Share this post Link to post Share on other sites
ceeeb 147 Posted March 5, 2016 No worries, happy to help. I got in an odd situation playing today, where I somehow became renegade after attempting to drop off a supply truck in Nifi (I did kill a couple of surrendering AAF who refused to join the FIA, but that was some 30 mins earlier). My team was all injured very quickly after exiting undercover mode at the town. When I respawed at base I was renegade, and entered a loop of my subordinates (or Petros) shooting me, then healing me, then shooting me, etc, etc. I suggest resetting the player's rating when he respawns. Share this post Link to post Share on other sites
ceeeb 147 Posted March 5, 2016 You saw that on the other thread with the bohemia dev. Yep, still easier than the method I used back then. What thread? I saw the script error in the game, unpbo'd the mission, then used Notepad++ to search the mission folder for any calls to BIS_fnc_baseWeapon. Same method I used to make my earlier script error reports in this thread. Share this post Link to post Share on other sites
Guest Posted March 5, 2016 What thread? I saw the script error in the game, unpbo'd the mission, then used Notepad++ to search the mission folder for any calls to BIS_fnc_baseWeapon. Same method I used to make my earlier script error reports in this thread. I was talking to barbolani but whatever. Share this post Link to post Share on other sites
barbolani 198 Posted March 5, 2016 Then it's me who does not understand. Will check the kill prisoners thing. Share this post Link to post Share on other sites