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A2/A2:OA beta CorePatch 01.03.2016

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Receiving errors in A2, but not in OA.

 

Related to Garbage Collector:

Error in expression <C_trashItFunc;};};} forEach entities "Man";{if (!alive _x) then {	_dontCa>
  Error position: <"Man";{if (!alive _x) then {	_dontCa>
  Error Missing ;

 

It's using entities command to remove things.


Related to SILVIE:

Error in expression <1, 0];	_car setVectorUp (surfaceNormal _tempPos);_car setvariable ["SILVIE_id">
  Error position: <_tempPos);_car setvariable ["SILVIE_id">
  Error Missing )
File ca\modules\silvie\data\scripts\spawnVehicle.sqf, line 36

 

It's using surfaceNormal command in setting vector.

 

wiki lists entities and surfaceNormal commands as OA 1.60 (won't work for A2).

 

With the SILVIE error, vehicles still appear.  But the error loops, spamming the .rpt every time a town is approached.

 

From what I could tell Garbage Collector wasn't collecting.

 

 

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the CP team will take look into it ... just need to be adjusted into A2 limitations

thanks for the report @opusfmspol

 

note: if the ACR lite isn't autoinstalling for you, exit STEAM client, then start STEAM client via "run as administrator"

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On ‎2‎/‎16‎/‎2017 at 1:34 AM, pcc said:

In warfare, the Config_Camp buy menu doesn't work.  For example when purchasing a humvee it stays in queue and never spawns.  Also the upgrade to fob doesn't seem to do anything either.

Purchasing humvee at Config_Depot works however. 

 

I'm not experiencing this in a clean map, new mission set up.

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8 hours ago, opusfmspol said:

 

I'm not experiencing this in a clean map, new mission set up.

Test setup and hmmwv stuck in queue

http://imgur.com/a/EmW84

The rpt file, but I don't see anything related to it.

Spoiler



=====================================================================
== C:\Program Files (x86)\Steam\steamapps\common\Arma 2 Operation Arrowhead\ArmA2OA.exe
== "C:\Program Files (x86)\Steam\steamapps\common\Arma 2 Operation Arrowhead\ArmA2OA.exe" -window -nosplash
=====================================================================
Exe timestamp: 2016/12/07 00:42:06
Current time:  2017/02/18 06:33:07

Version 1.63.131129
[74,10.973,0,"XEH: PreInit Started. v1.0.1.196. MISSINIT: missionName=intro, worldName=Desert_E, isMultiplayer=false, isServer=true, isDedicated=false"]
[74,11.654,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_cache_disable.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"]
No owner
[216,19.893,0.04,"XEH: PostInit Started"]
[216,19.988,0.04,"CBA_VERSIONING: cba=1.0.1.196, "]
[216,20.003,0.04,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=1, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-A:1, group=L 1-1-A, player=<NULL-object>, _playerType="", _playerGroup=<NULL-group>"]
[10498,122.987,0,"XEH: PreInit Started. v1.0.1.196. MISSINIT: missionName=, worldName=utes, isMultiplayer=false, isServer=true, isDedicated=false"]
[10498,123.054,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_cache_disable.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"]
[11105,130.014,0,"XEH: PostInit Started"]
[11105,130.036,0,"CBA_VERSIONING: cba=1.0.1.196, "]
[11105,130.04,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=2, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-C:1, group=L 1-1-C, player=B 1-1-A:1 (3rd), _playerType="USMC_Soldier_AT", _playerGroup=B 1-1-A"]
No owner
No owner
No owner
No owner
No owner
No owner
No owner
No owner
No owner
Cannot load sound 'ca\dubbing\global\radio\female02\cz\numbers\two2.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\veli.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\numbers\one2.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\numbers\two2.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekam.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\veli.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\numbers\one2.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekam.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\numbers\one2.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\veli.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\numbers\two2.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\numbers\one2.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\veli.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\numbers\two2.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\cekam.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\cekam.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekam.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekam.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\pripraven.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\pripraven.wss'
No owner
No owner
No owner
No owner
Cannot load sound 'ca\dubbing\global\radio\female03\cz\numbers\one2.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\nastoupit.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\objects\house.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\numbers\one2.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\nastoupit.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\objects\house.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\rozumim.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\rozumim.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\pripraven.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\pripraven.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\numbers\one2.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\vystoupit.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\numbers\one2.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\vystoupit.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\rozumim.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\rozumim.wss'
No owner
No owner
No owner
No owner
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekamnarozkaz.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekamnarozkaz.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\jsempripraven.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\jsempripraven.wss'
No owner
No owner
No owner
No owner
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekamnarozkaz.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekamnarozkaz.wss'
Generating ST on the fly is very slow
Cannot load sound 'ca\dubbing\global\radio\female02\cz\pripraven.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\pripraven.wss'
Out of path-planning region for R 1-1-G:3 at 3596.3,3731.3, node type
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekamnarozkaz.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekamnarozkaz.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\jsempripraven.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\jsempripraven.wss'

 

 

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Using latest OA beta (A2CO), the muzzle flash when firing Arkan missile from BMP-3 does not come from the muzzle, but from where barrel meets turret.

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2 hours ago, OMAC said:

Using latest OA beta (A2CO), the muzzle flash when firing Arkan missile from BMP-3 does not come from the muzzle, but from where barrel meets turret.

Its been like this since beginning, ATGM uses effect that spawns fireball 1.3m behind the missile which is suitable for missiles in containers but looks weird for ATGMs fired from the barrel.

 

http://images.akamai.steamusercontent.com/ugc/92724928162670767/8ADB895EF87B91E9ED8995A0D2D93A49A68150D7/

 

I'll probably just change fire effect of Arkan missile to something else.

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Yes, I figured that it's been that way forever, as I haven't heard of any changes in CCP or corepatch that would affect it.  It is a minor detail, but would be nice to fix, and your suggestion sounds great.

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9 hours ago, pcc said:

Test setup and hmmwv stuck in queue

http://imgur.com/a/EmW84

The rpt file, but I don't see anything related to it.

  Reveal hidden contents




=====================================================================
== C:\Program Files (x86)\Steam\steamapps\common\Arma 2 Operation Arrowhead\ArmA2OA.exe
== "C:\Program Files (x86)\Steam\steamapps\common\Arma 2 Operation Arrowhead\ArmA2OA.exe" -window -nosplash
=====================================================================
Exe timestamp: 2016/12/07 00:42:06
Current time:  2017/02/18 06:33:07

Version 1.63.131129
[74,10.973,0,"XEH: PreInit Started. v1.0.1.196. MISSINIT: missionName=intro, worldName=Desert_E, isMultiplayer=false, isServer=true, isDedicated=false"]
[74,11.654,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_cache_disable.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"]
No owner
[216,19.893,0.04,"XEH: PostInit Started"]
[216,19.988,0.04,"CBA_VERSIONING: cba=1.0.1.196, "]
[216,20.003,0.04,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=1, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-A:1, group=L 1-1-A, player=<NULL-object>, _playerType="", _playerGroup=<NULL-group>"]
[10498,122.987,0,"XEH: PreInit Started. v1.0.1.196. MISSINIT: missionName=, worldName=utes, isMultiplayer=false, isServer=true, isDedicated=false"]
[10498,123.054,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_cache_disable.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"]
[11105,130.014,0,"XEH: PostInit Started"]
[11105,130.036,0,"CBA_VERSIONING: cba=1.0.1.196, "]
[11105,130.04,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=2, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-C:1, group=L 1-1-C, player=B 1-1-A:1 (3rd), _playerType="USMC_Soldier_AT", _playerGroup=B 1-1-A"]
No owner
No owner
No owner
No owner
No owner
No owner
No owner
No owner
No owner
Cannot load sound 'ca\dubbing\global\radio\female02\cz\numbers\two2.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\veli.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\numbers\one2.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\numbers\two2.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekam.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\veli.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\numbers\one2.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekam.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\numbers\one2.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\veli.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\numbers\two2.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\numbers\one2.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\veli.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\numbers\two2.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\cekam.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\cekam.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekam.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekam.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\pripraven.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\pripraven.wss'
No owner
No owner
No owner
No owner
Cannot load sound 'ca\dubbing\global\radio\female03\cz\numbers\one2.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\nastoupit.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\objects\house.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\numbers\one2.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\nastoupit.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\objects\house.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\rozumim.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\rozumim.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\pripraven.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\pripraven.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\numbers\one2.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\vystoupit.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\numbers\one2.wss'
Cannot load sound 'ca\dubbing\global\radio\female03\cz\vystoupit.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\rozumim.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\rozumim.wss'
No owner
No owner
No owner
No owner
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekamnarozkaz.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekamnarozkaz.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\jsempripraven.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\jsempripraven.wss'
No owner
No owner
No owner
No owner
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekamnarozkaz.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekamnarozkaz.wss'
Generating ST on the fly is very slow
Cannot load sound 'ca\dubbing\global\radio\female02\cz\pripraven.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\pripraven.wss'
Out of path-planning region for R 1-1-G:3 at 3596.3,3731.3, node type
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekamnarozkaz.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\cekamnarozkaz.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\jsempripraven.wss'
Cannot load sound 'ca\dubbing\global\radio\female02\cz\jsempripraven.wss'

 

 

 

I see this now.  It's a specific circumstance, when base is located in a town.  Within base range it's allowing the constructed camp menu to show on town camps, but it shouldn't be.  Town camps perform differently from constructed camps.  I'm sure I've seen comment in WF scripts indicating there was an intent not to allow base deployment in towns, but I'm also sure it wasn't implemented.

 

So the question becomes, A or B?  Was it supposed to be allowed, or was it not supposed to be?  I would think allowing a town camp to upgrade to FOB or FSB for a side would become problematic with camp and town captures.

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In warfare, the abandoned vehicles aren't always destroyed for clean up because of dead crew inside.  I think the abandoned vehicle script only check crew count regardless if they're alive.

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That does happen.  It would be dealt with better in the Server_UpdateCleanup.sqf to remove / delete dead crew.  (Currently it will delete a dead soldier but not dead crew.)

 

But that won't trigger the abandoned vehicle script mentioned, it's a "GetOut" event handler, BIS_WF_UpdateEmptyVehicle.  Often nobody is getting out.  Destroying the vehicle after empty would also have to be added to Server_UpdateCleanup.sqf (i.e. spawn BIS_WF_UpdateEmptyVehicle).  It's own "killed" handler would then remove it after a while.

 

 

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latest corepatch was updated to A2 beta and OA beta 
including corepatch_ACR fixes, ACR4OA

 

preliminary changelog

 

Quote

 


22.02.2017 data changelog for Arma 2 and Arma 2: Operations Arrowhead

+ Added ACR lite installer* (for compatibility reason, please start STEAMclient via "Run as Administrator" once)
* note: Arma 2 and Arma 2: Operation Arrowhead must be properly downloaded, installed and started once (both A2 and A2OA)

+ Added Corepatch's ACR4OA (resolving some ACR lite issues under Arma 2: Operation Arrowhead data-only run)
- cleaned up some obsolete files from A2OA

Information: 
Data changes cover titles: Arma 2, Arma 2: Operation Arrowhead, and theirs derivates (Arma 2: Combined Operations) etc.


Added:
	iron sights for scoped weapons with sidemounted scope (http://dev.withsix.com/issues/13857)
	some factions and subfactions lack medics and engineers (http://dev.withsix.com/issues/70799)
	GAU22 cannon to F35B plane
	light version of UK-59 (UK59_ACR_Small)
	Mi-24 proper holographic sights
	missed postprocess effects to some optical sights
	new weapons - M4A3_EP1 and M4A3_RCO_EP1 rifles
	possibility to deactivate mines to saboteurs and some soldiers of special forces
	possibility to switch seat between some seats in some vehicles
	possibility to use NV goggles with some optical sights (ACOG, M145, SUSAT, etc.)
	zeroing function to MP5 submachine gun

Changed:
	reverted CIT #14888 bug fix
	deleted CIT #22991, #22992, #22994, #22996, #22998, #22999, #24661, #24662, #24663, #24666 and #24670 bug fixes due to causes appearance of "No owner" messages in RPT file
	reverted and updated CIT #28047 bug fix
	reverted CCP #71037 bug fix to original state
	deleted CCP #71142 bug fix due to it's faulty
	ACR pistol sounds rearrenged, better new ACR sounds are used
	ACR SD pistol and SD EVO 3 sound configs adjusted to fit with other SD weapons
	AI should no longer go prone indoors as much
	ammo of 250Rnd_30mm_GSh302 magazine to HE
	camera memory point of some sniper rifles
	commander optics model of some vehicles
	decreased discrete distances range of M110_TWS_EP1 rifle and turrets with some cannons
	definitions of Binocular and Binocular_Vector to more realistic
	definitions of some optical sights to more realistic
	deleted M1A2 tank loader TI optics vision mode
	deleted unnecessary fire mode (@ 2600 SPM) of GSh302K cannon
	external camera rotation angles of tracked vehicles
	forbade air locking of AP and "no tracer" (uses in sniper rifles) bullets
	"get in" / "get out" actions of some vehicles
	"get in" / "get out" sounds of some vehicles
	increased discrete distances range of some sniper rifles
	hit value of pistol and some cannon projectiles
	inventory picture of OG7 launcher magazine
	main turret max elevation angle of ZSU_Shilka vehicle
	max transportable amount of weapons, magazines and backpacks of some vehicles
	models of 20Rnd_9x19_EVO(SD) and 30Rnd_9x19_MP5SD magazines to more suitable
	optics model of M4A1_RCO_GL, m16a4_acg, M16A4_ACG_GL and Sa58V_RCO_EP1 rifles
	rate of fire of M134 machine gun and some cannons
	removed light version of pilot unit as it was already present
	reverted possibility of M1A2 loader to fire when turned in tank
	reverted zeroing function to DMR rifle, Pecheneg machine gun and some weapons with TI sights
	removed flare launcher from AH6X helicopter
	removed rocket launcher reload sound of BMP3 IFV and T90 tank
	rocket launcher reload time of BMP3 IFV and T90 tank
	shot sound of M32_heli grenade launcher
	turret zeroing initial value of Dingo vehicles

Fixed:
	[LAV-25 | LAV-25 (HQ)] driver-view, turned-out, look right back problem (http://dev.withsix.com/issues/1694)
	AK-107 model issue when fire (http://dev.withsix.com/issues/5342)
	wrong sight pictures of all AK, PK and Bizon (http://dev.withsix.com/issues/5343)
	AI can see and shoot through the walls on one side of the long white animal Shed (http://dev.withsix.com/issues/7147)
	Hind distance LOD colour (http://dev.withsix.com/issues/8198)
	SCAR_H_STD_EGLM_Spect no 1x option (http://dev.withsix.com/issues/17245)
	CfgWeapons - config references missing sound files (http://dev.withsix.com/issues/22990)
	PMC armored SUV's wheels are too strong (http://dev.withsix.com/issues/23501)
	CfgAmmo - obsolete definitions in M_CRV7_HEPD (http://dev.withsix.com/issues/24772)
	CfgVehicles - irScanXXX issues (http://dev.withsix.com/issues/24913)
	[BAF] unable to switch seats in Chinook (http://dev.withsix.com/issues/25026)
	Mi-24 engine too vulnerable (http://dev.withsix.com/issues/26427)
	accuracy value issues with civilian units (http://dev.withsix.com/issues/27790)
	accuracy value issues with military infantry units (http://dev.withsix.com/issues/27791)
	accuracy value issues with military special infantry units (http://dev.withsix.com/issues/27792)
	accuracy value issues with Wheeled_APC units (http://dev.withsix.com/issues/27793)
	accuracy value issues with tank units (http://dev.withsix.com/issues/27794)
	Mi-24P was not able to aim ATGMs (http://dev.withsix.com/issues/27938)
	T810 had faulty gunner get in points (http://dev.withsix.com/issues/39431)
	ACR DLC vehicle weapon and ammunition cargo bugs (http://dev.withsix.com/issues/39474)
	[ACR] several units uses only default face (http://dev.withsix.com/issues/39580)
	desert crew in Cars (Woodland) RM-70 (http://dev.withsix.com/issues/39785)
	ACR Pandur II 8x8 CZ should be amphibious - it is not (http://dev.withsix.com/issues/39786)
	[ACR] model and magazine capacity for Scorpion Evo III do not match (http://dev.withsix.com/issues/39865)
	[ACR] BVP-1 Takistani Army is crewed by Riflemen not Crewmen (http://dev.withsix.com/issues/40393)
	ACR Mi-24 clan sign was always black (http://dev.withsix.com/issues/43013)
	[ACR] missing define/include for M_Bolide_AA (http://dev.withsix.com/issues/43148)
	bombs are "homing" onto the target (http://dev.withsix.com/issues/46056)
	locking guided missiles, AI-fired RPGs, and BMP-2 have trouble hitting LAV-25 HQ (http://dev.withsix.com/issues/62100)
	T810 cargo seat had no proxy and was invisible (http://dev.withsix.com/issues/64332)
	long magazine reload times on Tunguska (http://dev.withsix.com/issues/65710)
	GAZ Volga vehicles have unaccesible inventories from outside (http://dev.withsix.com/issues/66136)
	HMMWV windshield is practically unbreakable (http://dev.withsix.com/issues/66995)
	BIS_fnc_selectRandom biased towards inner elements (http://dev.withsix.com/issues/69439)
	[ACR] wrong inventory setup for some units, RPG ammo (http://dev.withsix.com/issues/70197)
	[ACR] BVP-1 - the 'remaining' bugs (http://dev.withsix.com/issues/70470)
	laser guidance for MQ-9 Reaper's Hellfire (http://dev.withsix.com/issues/70991)
	7.62mm muzzle velocities are incorrect - too fast (http://dev.withsix.com/issues/71262)
	[ACR] CZ 805 BREN optics (http://dev.withsix.com/issues/71282)
	SCAR_L_STD_Mk4CQT descriptionShort error (http://dev.withsix.com/issues/72718)
	ATV physics when driving on objects like bridges (http://dev.withsix.com/issues/75850)
	ATV handling and bounding issues (http://dev.withsix.com/issues/75851)
	SILVIE module (http://forums.bistudio.com/topic/181435-a2a2oa-beta-patches-pre-final-patch/page-5#entry2935621)
	2S6M_Tunguska vehicle and BMP3 IFV IR searchlights now not glowing anymore
	ACR BREN SD sound changed to stock SD 5.56 sound as none of new ACR sounds fit it very well
	ACR CZ 750 used default M24 sound instead of new ACR sound
	ACR Dingo MRAP had no external Gear menu access
	ACR EVO 3 was playing MP5 sounds instead of new ACR sounds
	ACR Mi-24 Yak-B was not rotating with the turret
	ACR Skoda Octavia had steering wheel turning into wrong direction
	ACR vehicles are now OA-compatible
	ACR weapons are now OA-compatible
	AI rate of fire distance at medium range of GAU12 cannon
	aircraft crash destruction effects no longer starts mid-air on dedicated server
	aircraft explosions now always appear at correct height
	all missiles and rockets are now visible from large distance
	appearance of "No owner" messages in RPT file
	armor of body parts of some characters
	ATV had wrong low LOD texture
	BMP2_HQ, BTR90 and BTR90_HQ APCs searchlights
	BMP3 IFV rearlights position
	broken IR laser of M4A1_RCO_GL rifle
	deleted weapons and magazines of Su34 plane gunner what pilot already has
	Dingo w/ GMG cloud effects are too big
	Fire in the sky bug
	"get in" vehicle sound attenuation relative to distance
	incompatibility of FN_FAL and M14_EP1 rifles with JSRS mod
	incompatibility of RPK_74 machine gun and GSh30x cannons with ACE and CWR2 mods
	IR searchlight of T55 - now it can't light on like IRL
	Ka-137 and Pchela-1T no longer explode into huge explosion on destruction
	M1014 shotgun model issue when magazine is empty
	Mi-24P properly hides bomb proxies when they're used up by gunner
	MQ-9 Reaper had needless get in animation delay
	MQ-9 Reaper laser designator now precise, propeller correctly turns into blurred one, UAV geometry is visible from gunner view
	Pchela1T UAV model issues
	portrait picture of some characters
	rearlights of BRDM2, BRDM2_ATGM and BRDM2_HQ
	roles of control list when inserting some vehicles in editor
	smoke launchers to BMP2_Ambul were not added
	smoke launcher on GAZ_Vodnik_HMG was removed by mistake
	turning out AI driver when player is commander of BMP2_HQ tracked APC
	the Cardboardbox DayZ bug
	woodland ATV had desert camo texture
	some localization mistakes
	some other issues

 

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that's just the ability to look over the scope even without a sight. which is useful no?

it may not be functional, but a lot of people in the military or in arma would surely not try to aim down the scope if someone was real close.

so that's not really a "bug" that needs fixing imho.

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please try express what's new-bug vs feature / fix wishlist ... makes my life little easier ;)

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Just now, eggbeast said:

that's just the ability to look over the scope even without a sight. which is useful no?

it may not be functional, but a lot of people in the military or in arma would surely not try to aim down the scope if someone was real close.

so that's not really a "bug" that needs fixing imho.

Ok, a more realistic virtual green sight, which can be used in closed battle. :dozingoff:  I only suggested option that seen in the Arma2\3 with mods. Make changes or not, at your discretion. Thanks for the work you've done! 

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Wow!  What a changelog.  So many ACR bugs fixed after all these years.  This is great, and thanks to all involved.

 

The Malyutka 9k11 missile of the Taki army BVP-1 doesn't appear to be guidable, it just shoots off into space.  Lock has been removed, so that no lock is possible when auto-guide AT setting is off, but shouldn't it be guidable manually like TOW missile?  AI can use the missile effectively, however, and the missile can be locked when auto-guide AT is on.

 

Also, when commander of BVP-1 tells gunner to use missile, it still says "Use AT-3 Sagger" instead of Malyutka.

 

Should 73 mm cannon for BVP-1 (and coax PKT MG) have zeroing?

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1 minute ago, OMAC said:

Wow!  What a changelog.  So many ACR bugs fixed after all these years.  This is great, and thanks to all involved.

 

The Malyutka 9k11 missile of the Taki army BVP-1 doesn't appear to be guidable, it just shoots off into space.  Lock has been removed, so that no lock is possible when auto-guide AT setting is off, but shouldn't it be guidable manually like TOW missile?  AI can use the missile effectively, however, and the missile can be locked when auto-guide AT is on.

 

Also, when commander of BVP-1 tells gunner to use missile, it still says "Use AT-3 Sagger" instead of Malyutka.

 

Should 73 mm cannon for BVP-1 (and coax PKT MG) have zeroing?

BVP-1 model was not touched yet, I'll handle it soon-ish and fix all these issues.

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1 minute ago, samatra said:

BVP-1 model was not touched yet, I'll handle it soon-ish and fix all these issues.

 

Great.  You're the man.

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There appears to be no "Disembark" action for gunner and driver of ACR RM-70 (MLRS), so that commander can't order them to get out of the vehicle.

 

Should UK-59 MG on RM-70 have zeroing?

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1 hour ago, OMAC said:

The Malyutka 9k11 missile of the Taki army BVP-1 doesn't appear to be guidable, it just shoots off into space.

But it's actually guidable, at least I can control missile.

 

1 hour ago, OMAC said:

Also, when commander of BVP-1 tells gunner to use missile, it still says "Use AT-3 Sagger" instead of Malyutka.

 

Should 73 mm cannon for BVP-1 (and coax PKT MG) have zeroing?

Thanks, I'll fix them.

 

56 minutes ago, OMAC said:

There appears to be no "Disembark" action for gunner and driver of ACR RM-70 (MLRS), so that commander can't order them to get out of the vehicle.

I think it's because "structure of turrets (of RM-70) in config does not match the skeleton": http://dev.withsix.com/issues/39870.

 

56 minutes ago, OMAC said:

Should UK-59 MG on RM-70 have zeroing?

Should, but RM-70 has hand UK-59, not vehicle weapon like PKT with ballistics computer. But I'll add new weapon.

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40 minutes ago, Schatten said:

But it's actually guidable, at least I can control missile.

 

I definitely CANNOT control missile manually as BVP-1 gunner.  Auto-guide AT setting must be set to off to even try to control it.  Otherwise, the missile is lockable.  IRL it is wire-guided, operated by joystick.

 

https://en.wikipedia.org/wiki/9M14_Malyutka

 

An odd thing:  for any Taki Army armored vehicle, the default Control setting in editor is "Player as gunner."  It is "Player as commander" for all other factions, I think.  Do you see this?  Not a big deal, but...

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1 hour ago, OMAC said:

I definitely CANNOT control missile manually as BVP-1 gunner.  Auto-guide AT setting must be set to off to even try to control it.

Very strange:

http://imgbox.com/2R51bXDu

http://imgbox.com/3DvHlBIO

 

1 hour ago, OMAC said:

the missile is lockable.  IRL it is wire-guided, operated by joystick.

I know. I'll fix this. Thanks!

 

1 hour ago, OMAC said:

An odd thing:  for any Taki Army armored vehicle, the default Control setting in editor is "Player as gunner."  It is "Player as commander" for all other factions, I think.  Do you see this?  Not a big deal, but...

 

Is it because default vehicle that placed in editor, is BRDM-2, which has not commander seat?

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9 hours ago, OMAC said:

when commander of BVP-1 tells gunner to use missile, it still says "Use AT-3 Sagger" instead of Malyutka.

Fixed.

 

9 hours ago, OMAC said:

Should 73 mm cannon for BVP-1 (and coax PKT MG) have zeroing?

Added.

 

7 hours ago, OMAC said:

the missile is lockable.

I did it lockable only on Cadet difficulty (like it is done with AT-5 and some other launchers).

 

7 hours ago, OMAC said:

An odd thing:  for any Taki Army armored vehicle, the default Control setting in editor is "Player as gunner."  It is "Player as commander" for all other factions, I think.

I was right: it is because first vehicle (BRDM-2), which you place in editor, has not commander seat.

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3 hours ago, Schatten said:

I was right: it is because first vehicle (BRDM-2), which you place in editor, has not commander seat.

 

Good to know.  Thanks.

 

About the Malyutka ATGM of BVP-1, for me, on Veteran Difficulty with Weapon crosshair disabled:

 

1) Auto-guide AT on ->  missile tab-locks on target (correct), not manually guidable (incorrect).

2) Auto-guide AT off ->  missile will not lock (correct), not manually guidable (incorrect). 

 

^^  Do you see that behavior?

 

Your other changes are awesome!  Keep on truckin', man!!!!  :rthumb:

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4 hours ago, Schatten said:

I did it lockable only on Cadet difficulty (like it is done with AT-5 and some other launchers).

 

 

Shouldn't it be lockable on all difficulties, since it will only lock when Auto-guide AT is enabled?  On Expert and Veteran, one can disable Auto-guide AT if desired.  :scratchchin:  I always play with it disabled.

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