OMAC 254 Posted March 21, 2017 I made tests with AI-controlled Tunguska and Shilka using current beta, and they did auto-engage enemy ground units if they are under combatmode RED waypoint orders. Share this post Link to post Share on other sites
pcc 14 Posted March 21, 2017 On 3/20/2017 at 5:09 PM, OMAC said: I made tests with AI-controlled Tunguska and Shilka using current beta, and they did auto-engage enemy ground units if they are under combatmode RED waypoint orders. Can you test with warfare module? I've only had them not fire at ground units in warfare, but they do shoot with no warfare. Edit: Went back to beta and I do see them fire at ground units in warfare. Edit 2: I believe it may be related to CBA and fireatwill addons. I just realized that after reinstalling the game, I wasn't running the addons when they would fire. More testing is needed. In non beta was getting garbage collector error as well. Modules stops soon after. There's an ACM error as well. Share this post Link to post Share on other sites
samatra 85 Posted March 21, 2017 I submitted GC fix to Dwarden week ago, we're just waiting for it to hit A2 beta. 2 Share this post Link to post Share on other sites
pcc 14 Posted March 22, 2017 There are 2 Config_Squads.sqf, one in warfare2 and warfare2_e. The one in warfare2_e is bugged as its missing -1 and throws script errors. Should be removed or replaced. for [{_count1 = Count WestTeamTemplateFactionIndex} for [{_count1 = Count EastTeamTemplateFactionIndex} for [{_count1 = Count ResistanceTeamTemplateFactionIndex} the lines should be like in warfare2 for [{_count1 = Count WestTeamTemplateFactionIndex - 1} for [{_count1 = Count EastTeamTemplateFactionIndex - 1} for [{_count1 = Count ResistanceTeamTemplateFactionIndex - 1} In bear rising scenario got this error at start Warning Message: Script CorePatch\CorePatch_WF\Scripts\Server\Server_UpdateAirport.sqf not found Share this post Link to post Share on other sites
OMAC 254 Posted March 23, 2017 On 3/22/2017 at 1:15 AM, pcc said: In bear rising scenario got this error at start Warning Message: Script CorePatch\CorePatch_WF\Scripts\Server\Server_UpdateAirport.sqf not found That error has been around for a long, long time, and reported many times. Share this post Link to post Share on other sites
opusfmspol 280 Posted March 24, 2017 (edited) The airport object in the mission needs to have its init field corrected to go back to Warfare's Server_UpdateAirport script. It might not be the only mission, there might be others with capturable airports. Where it has: ExecVM "CorePatch\CorePatch_WF\Scripts\Server\Server_UpdateAirport.sqf"; it should now be: ExecVM "ca\Warfare2\Scripts\Server\Server_UpdateAirport.sqf"; Edited March 24, 2017 by opusfmspol 2 Share this post Link to post Share on other sites
pcc 14 Posted March 24, 2017 In warfare Config_Structures.sqf, Russian kord high names are incorrect. _v = _v + ["DSHKM"]; _n = _n + ["DSHKM_RU"]; Should be _v = _v + ["DShKM"]; _n = _n + ["KORD_high"]; Also, the m6 linebacker, has the same issue the tunguska had before patch. It doesn't prefer to use its missiles enough against aircraft. Maybe its cost is set too high as well. Warfare recon mission completion/cancel error Error in expression <&& ((taskState _task) == "Created") && (_taskDist < _minDist)) then {_minDist = > Error position: <_taskDist < _minDist)) then {_minDist = > Error Undefined variable in expression: _taskdist File CA\Warfare2\Scripts\Client\Client_UpdateMissionMarkers.sqf, line 206 Serialization of Display variables is not implemented Error in expression <&& ((taskState _task) == "Created") && (_taskDist < _minDist)) then {_minDist = > Error position: <_taskDist < _minDist)) then {_minDist = > Error Undefined variable in expression: _taskdist File CA\Warfare2\Scripts\Client\Client_UpdateMissionMarkers.sqf, line 206 Error in expression <onTasks Select _count1; _taskLocation = _taskIter Select 2; if ((_taskIter Sele> Error position: <_taskIter Select 2; if ((_taskIter Sele> Error Undefined variable in expression: _taskiter File CA\Warfare2\Scripts\Client\Client_UpdateMissionMarkers.sqf, line 103 Share this post Link to post Share on other sites
pcc 14 Posted April 8, 2017 Warfare error that happens randomly. I think it's related to team respawn. Error in expression <nstants GetVariable "BASERANGE")) then {_driver DoMove ([Leader _team,6,15] Call> Error position: <_driver DoMove ([Leader _team,6,15] Call> Error Undefined variable in expression: _driver File CA\Warfare2\Scripts\Server\Functions\Server_BuyUnit.sqf, line 119 Share this post Link to post Share on other sites
pcc 14 Posted April 26, 2017 Is there a reason why AI driver/gunner dismounting in a group of more than 1 wheeled vehicles with turrets after engaging hostiles? The crew just goes into harms way, they do it even if vehicles are undamaged. Share this post Link to post Share on other sites
uzabit 38 Posted April 30, 2017 On 26.4.2017 at 3:47 AM, pcc said: Is there a reason why AI driver/gunner dismounting in a group of more than 1 wheeled vehicles with turrets after engaging hostiles? The crew just goes into harms way, they do it even if vehicles are undamaged. Hi there, I can confirm this AI behavior. This happened with several different vehicles (Stryker MGS, Stryker TOW, UAZ DshKM, UAZ AGS-30) and without a AI Mod activated. The driver disembarks without any reason when under fire. 1 Share this post Link to post Share on other sites
uzabit 38 Posted May 5, 2017 This seems to be default fsm behavior in the Arma 2 Beta. This commands can help you to elude this problem with vehicles: {_x disableAI "FSM"} foreach crew this; this allowCrewInImmobile true Edit: I think this fsm behavior is linked to the updated formationCDanger.fsm in the corepatch. (Corepatch anti prone tweak). When removed from the corepatch, the reported problems do not occur. 1 Share this post Link to post Share on other sites
opusfmspol 280 Posted July 16, 2017 On 2/17/2017 at 9:52 PM, opusfmspol said: 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). On 2/17/2017 at 10:24 PM, dwarden said: the CP team will take look into it ... just need to be adjusted into A2 limitations thanks for the report @opusfmspol Following up with an observation; Where SILVIE's "spawnVehicle.sqf" (beta) has this line, which causes the .rpt error in A2: _car setVectorUp (surfaceNormal _tempPos); This line works in both A2 and OA in an editor mission, and clears the error from .rpt: if (count supportInfo "u:surfaceNormal*" > 0) then {_car setVectorUp (Call Compile Format ["surfaceNormal %1",_tempPos])}; When I tried simple "if then" with setVectorUp surfaceNormal, A2 encountered the OA command, but it seems stringing the OA command in a format statement can keep A2 from encountering it. Share this post Link to post Share on other sites
revolverocelotkjb 13 Posted August 20, 2017 The latest corepatch causes a graphical glitch with the AK-107. The AK-107 GL, PSO, and GL+PSO versions are fine and do not have the graphical glitch. Just the AK-107 While firing the AK-107 the bolt graphically extends back towards the buttstock. The graphical glitch on the AK-107 is more pronounced while reloading a completely empty clip of the AK-107. Please confirm. This is with no mods and the prior corepatch version did not have this graphical glitch with the AK-107. Thanks Share this post Link to post Share on other sites
uzabit 38 Posted August 20, 2017 There is a graphical issue with the RPK-74 aswell. There seems to be an issue with a low poly shadow lod. Some part of the lod is extruded endlessly. Maybe that shadow lod isn't closed. (CorePatch_CIT_70371). Share this post Link to post Share on other sites
revolverocelotkjb 13 Posted September 4, 2017 On 8/20/2017 at 11:35 AM, revolverocelotkjb said: The latest corepatch causes a graphical glitch with the AK-107. The AK-107 GL, PSO, and GL+PSO versions are fine and do not have the graphical glitch. Just the AK-107 While firing the AK-107 the bolt graphically extends back towards the buttstock. The graphical glitch on the AK-107 is more pronounced while reloading a completely empty clip of the AK-107. Please confirm. This is with no mods and the prior corepatch version did not have this graphical glitch with the AK-107. Thanks In addition to this the JSRS 1.5 Final sound issue with the following weapons: Fn FAL (All firing modes) M14 (Full firing mode only) G36A (All firing modes) G36K (All firing modes) These weapon sounds in the reported firing modes are the vanilla game sounds and not the modded JSRS Final sounds for these weapons. I reverted to an earlier version of the game to test and can confirm these firing sounds after corepatch are not correct. These issues were fixed in a prior version of corepatch but either the current version of corepatch does not include these fixes or they were reverted back for some reason??? Share this post Link to post Share on other sites
Noma 8 Posted December 17, 2017 @Dwarden, after update game to the legacy version, steam does not delete the files of the ACR lite. Share this post Link to post Share on other sites
revolverocelotkjb 13 Posted December 29, 2017 Don't know when exactly it was updated but I do notice that some units have been added to various factions. MVD and Spetsnaz now have Medic units. Where are these units located? Which file? Corepatch or Community Configuration Project E ? Share this post Link to post Share on other sites
Beagle 684 Posted December 29, 2017 32 minutes ago, revolverocelotkjb said: Don't know when exactly it was updated but I do notice that some units have been added to various factions. MVD and Spetsnaz now have Medic units. Where are these units located? Which file? Corepatch or Community Configuration Project E ? that was part of the last official 1.63 patch. Share this post Link to post Share on other sites
revolverocelotkjb 13 Posted December 29, 2017 19 hours ago, Beagle said: that was part of the last official 1.63 patch. Thanks for the reply Beagle. Hard to believe I just now noticed this in the Editor! :) I searched though a lot of the obvious files for these added units but can't seem to find them. They're not in the ARMA2/Addons/characters2 file or at least I didn't see them there. Could you advise which file these units are located in? Thanks Share this post Link to post Share on other sites
Beagle 684 Posted December 30, 2017 6 hours ago, revolverocelotkjb said: Thanks for the reply Beagle. Hard to believe I just now noticed this in the Editor! :) I searched though a lot of the obvious files for these added units but can't seem to find them. They're not in the ARMA2/Addons/characters2 file or at least I didn't see them there. Could you advise which file these units are located in? Thanks The units were not new at all. They just had the lines for healing action added. Share this post Link to post Share on other sites
revolverocelotkjb 13 Posted December 30, 2017 So just to confirm. The following units are not part of the official 1.63 patch. They are a part of a fairly recent update to corepatch. (Admittedly I am offline from Steam a lot) "MVD_Soldier_Medic", "RU_Soldier_Engineer", "RUS_Soldier_Medic", "TK_Special_Forces_Medic_EP1", "UN_CDF_Soldier_Engineer_EP1", "UN_CDF_Soldier_Medic_EP1" Just uninstalled the entire Arma 2 series and reinstalled to test. After some searching the units above are located in: Arma 2 Operation Arrowhead / Expansion / Addons / corepatch CorePatch_CCP_70799 Thanks to the corepatch team on their continuing efforts! :) Share this post Link to post Share on other sites
samatra 85 Posted January 10, 2018 Did some progress with Corepatch recently, includes: M240 M145 didn't move scope lenses during reload Jackal smaller model tweaks and fixes Jackal M2 Woodland had desert textures in gunner first person view HMMWV SOV had untextured frames in first person view, plus minor fixes RPK magazine model adjusted to represent real magazine faulty textures and shadows on some CCP magazine models BRDM-2 had no damaged material Damaged materials on T-55, BTR-60 and BTR-40 looked like fully destroyed ones ZSU-23 Shilka guns elevation increased to more realistic 80 degrees ZSU-23 Shilka geometry LOD fixed, no longer flips when aiming high up Mi-8 proper holographic sights Mi-8 MTV3 front gunner visual bugs Mi-8 rotor shaft wasn't turning with the rotor itself ACR Mi-8 had no squad logo Various Mi-8 model issues across all versions MTVR driver proxy position Some screens: RPK74 magazine, fixed magazine models from CCP RPK74 UI icons Real holographic sight for Mi-8 ZSU-24 Shilka much higher and more realistic gun elevation limit 1 Share this post Link to post Share on other sites
revolverocelotkjb 13 Posted January 11, 2018 (edited) On 8/20/2017 at 5:49 PM, uzabit said: There is a graphical issue with the RPK-74 aswell. There seems to be an issue with a low poly shadow lod. Some part of the lod is extruded endlessly. Maybe that shadow lod isn't closed. (CorePatch_CIT_70371). Sounds great samatra! 1) Any news on the RPK-74 shadow issue? 2) The corepatch introduced new sounds for some of the ACR weapons which ended up conflicting with the JSRS Mod sounds for those ACR weapons. Modifying the ACR weapons corepatch to restore the JSRS Mod sounds for those weapons was pretty easy however I've just now discovered that the following weapons have reverted back to vanilla game sounds and are no longer the JSRS Mod sounds: M4A1 and the M4A1M203ACOG have reverted to the regular game sounds on all firing modes. At this point I do not know what is conflicting from corepatch to revert the JSRS Sounds on these 2 rifles to vanilla??? Edited January 11, 2018 by revolverocelotkjb Updated Share this post Link to post Share on other sites
samatra 85 Posted January 11, 2018 6 hours ago, revolverocelotkjb said: Sounds great samatra! 1) Any news on the RPK-74 shadow issue? 2) The corepatch introduced new sounds for some of the ACR weapons which ended up conflicting with the JSRS Mod sounds for those ACR weapons. Modifying the ACR weapons corepatch to restore the JSRS Mod sounds for those weapons was pretty easy however I've just now discovered that the following weapons have reverted back to vanilla game sounds and are no longer the JSRS Mod sounds: M4A1 and the M4A1M203ACOG have reverted to the regular game sounds on all firing modes. At this point I do not know what is conflicting from corepatch to revert the JSRS Sounds on these 2 rifles to vanilla??? 1) Yes, shadow is fixed. 2) Are you updating JSRS? If so, make sure to have all addons require CorePatch_Everything, its addon that includes all CorePatch addons as required. Share this post Link to post Share on other sites
revolverocelotkjb 13 Posted January 12, 2018 16 hours ago, samatra said: all addons require CorePatch_Everything Fixed! That's exactly what i needed! Thanks! 1 Share this post Link to post Share on other sites