opusfmspol 282 Posted February 18, 2017 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. 1 Share this post Link to post Share on other sites
Dwarden 1125 Posted February 18, 2017 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" Share this post Link to post Share on other sites
opusfmspol 282 Posted February 18, 2017 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. Share this post Link to post Share on other sites
pcc 14 Posted February 18, 2017 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' Share this post Link to post Share on other sites
OMAC 254 Posted February 18, 2017 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. Share this post Link to post Share on other sites
samatra 85 Posted February 18, 2017 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. 1 Share this post Link to post Share on other sites
OMAC 254 Posted February 18, 2017 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. Share this post Link to post Share on other sites
opusfmspol 282 Posted February 19, 2017 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. 1 Share this post Link to post Share on other sites
pcc 14 Posted February 22, 2017 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. Share this post Link to post Share on other sites
opusfmspol 282 Posted February 23, 2017 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. 1 Share this post Link to post Share on other sites
Dwarden 1125 Posted February 23, 2017 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 5 Share this post Link to post Share on other sites
Kalkhin 0 Posted February 23, 2017 Please fix ACOG, see in the picture. Share this post Link to post Share on other sites
eggbeast 3684 Posted February 23, 2017 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. 1 Share this post Link to post Share on other sites
Dwarden 1125 Posted February 23, 2017 please try express what's new-bug vs feature / fix wishlist ... makes my life little easier ;) 3 Share this post Link to post Share on other sites
Kalkhin 0 Posted February 23, 2017 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. 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! Share this post Link to post Share on other sites
OMAC 254 Posted February 23, 2017 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? Share this post Link to post Share on other sites
samatra 85 Posted February 23, 2017 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. 2 Share this post Link to post Share on other sites
OMAC 254 Posted February 23, 2017 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. Share this post Link to post Share on other sites
OMAC 254 Posted February 23, 2017 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? Share this post Link to post Share on other sites
Schatten 289 Posted February 23, 2017 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. 1 Share this post Link to post Share on other sites
OMAC 254 Posted February 23, 2017 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... Share this post Link to post Share on other sites
Schatten 289 Posted February 23, 2017 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? Share this post Link to post Share on other sites
Schatten 289 Posted February 23, 2017 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. Share this post Link to post Share on other sites
OMAC 254 Posted February 24, 2017 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!!!! Share this post Link to post Share on other sites
OMAC 254 Posted February 24, 2017 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. I always play with it disabled. Share this post Link to post Share on other sites