Noma 8 Posted January 12, 2018 Destruction effects for some objects invalid. It's possible to fix? https://imgur.com/a/Qos6t Share this post Link to post Share on other sites
samatra 85 Posted January 12, 2018 4 hours ago, Noma said: Destruction effects for some objects invalid. It's possible to fix? https://imgur.com/a/Qos6t Looks like custom map, its up to them to properly configure map objects. Share this post Link to post Share on other sites
Noma 8 Posted January 12, 2018 8 hours ago, samatra said: Looks like custom map, its up to them to properly configure map objects. Vanilla and OA objects are used, like factory gate and market shed. This bug is shown on any of the islands if you break it with a vehicle. Share this post Link to post Share on other sites
samatra 85 Posted January 13, 2018 7 hours ago, Noma said: Vanilla and OA objects are used, like factory gate and market shed. This bug is shown on any of the islands if you break it with a vehicle. I see what you mean, I'm not map maker to know how it is setup but these market stands become flat on Takistan so it must be some misconfiguration on custom map side. As for gates this problem is present in Chernarus and Takistan alike and I don't think there is a way to fix it, gates fall down normally when closed and only look like this when open, you can't make engine close them when they're destroyed unfortunately. 1 Share this post Link to post Share on other sites
g0liath86 23 Posted July 3, 2018 On 24/03/2017 at 3:51 AM, opusfmspol said: 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"; Fixed, thank you Opus! Goliath 1 Share this post Link to post Share on other sites
g0liath86 23 Posted July 3, 2018 On 22/03/2017 at 8:15 AM, pcc said: 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 Fixed, thank you pcc! Goliath 1 Share this post Link to post Share on other sites
g0liath86 23 Posted July 3, 2018 On 24/03/2017 at 11:59 AM, pcc said: _v = _v + ["DSHKM"]; _n = _n + ["DSHKM_RU"]; Should be _v = _v + ["DShKM"]; _n = _n + ["KORD_high"]; Fixed! Thank you again pcc! Goliath 1 Share this post Link to post Share on other sites
g0liath86 23 Posted July 4, 2018 Are there still problems with the Battlefield Clereance module (AKA First Aid Module)? Because I can't reproduce any problem at all (in singleplayer or as host). Thank you! Goliath Share this post Link to post Share on other sites
g0liath86 23 Posted July 4, 2018 I've fixed the Ambient Civilian (Expansion) module so it does not spawns western civilians anymore. If more bugs are present on this module, please inform me and I will fix them, thank you! Goliath Share this post Link to post Share on other sites
Dwarden 1125 Posted July 13, 2018 https://forums.bohemia.net/forums/topic/213193-arma-2-oa-update-164-build-144629-release-candidate-for-eol-end-of-life/?do=findComment&comment=3302238 there is new update to corepatch for Arma 2 and Arma 2 Operation Arrowhead, for this weekend only manual download (next week goes into 1.64 beta)https://www.dropbox.com/s/9z4262b0aq1dfie/Arma2_A2OA_corepatch_20180712.7z?dl=0 1 Share this post Link to post Share on other sites
opusfmspol 282 Posted July 15, 2018 On 7/4/2018 at 9:51 AM, g0liath86 said: Are there still problems with the Battlefield Clereance module (AKA First Aid Module)? Because I can't reproduce any problem at all (in singleplayer or as host). Thank you! Goliath I haven't had any problem with drag and carry since it was fixed in beta, but have seen posts in Steam forums occasionally stating it didn't work. I figured that had to do with the author's version downloaded from Steam under the betas tab, people's preferred modsets or favored servers might not have had them using beta. I responded to one or two posts that when using beta it was fixed. And I just confirmed again in A2 and CO that drag and carry is working in beta. 1 Share this post Link to post Share on other sites
opusfmspol 282 Posted July 21, 2018 On 7/13/2018 at 5:45 AM, Dwarden said: https://forums.bohemia.net/forums/topic/213193-arma-2-oa-update-164-build-144629-release-candidate-for-eol-end-of-life/?do=findComment&comment=3302238 there is new update to corepatch for Arma 2 and Arma 2 Operation Arrowhead, for this weekend only manual download (next week goes into 1.64 beta)https://www.dropbox.com/s/9z4262b0aq1dfie/Arma2_A2OA_corepatch_20180712.7z?dl=0 In missions.pbo of OA\Common, SOM "init.sqf" has the lag on first Secop resolved (confirmed). In missions.pbo of A2\Addons, "Bear Rising" mission has the airport error resolved (confirmed). But it does not include the SOM "init.sqf" of OA\Common. In standalone OA no lag occurs on first SecOp, but in CO the lag on first Secop still occurs. This week I observed OA beta updated, but A2 did not. When A2 updates, could the SOM "Init.sqf" of OA\Common missions please be included in missions.pbo of A2\Addons. Share this post Link to post Share on other sites
opusfmspol 282 Posted July 26, 2018 On 7/4/2018 at 2:40 PM, g0liath86 said: I've fixed the Ambient Civilian (Expansion) module so it does not spawns western civilians anymore. If more bugs are present on this module, please inform me and I will fix them, thank you! Goliath Not the Alice module itself, but in Warfare (of both A2\Addons and OA\Expansion), towards the end of the Init_Server, it creates only "AliceManager". Would probably be good if it created the correct Alice based on the Warfare module used, A2 or OA. I'm unaware of any of the distributed missions it would negatively impact. For my own OA missions, I've been replacing this: Spoiler //ALICE/SILVIE if (BIS_WF_EnableCivilians) then { if (IsNil "BIS_alice_mainscope") then { Private["_civilianCountFormula"]; _civilianCountFormula = "5 Min (1 + Round (%1 / 20))"; if (BIS_WF_UrbanWarfare) then {_civilianCountFormula = "Round Random 5"}; "AliceManager" CreateUnit [ [1000,10,0], (CreateGroup sideLogic), Format[" BIS_alice_mainscope = this; this SetVariable ['townlist', towns]; this SetVariable ['civilianCount','%1']; PublicVariable 'BIS_alice_mainscope'; ",_civilianCountFormula], 0.6, "corporal" ]; }; with this: Spoiler //ALICE/SILVIE if (BIS_WF_EnableCivilians) then { if (IsNil "BIS_alice_mainscope") then { // Choose which Alice is used based on A2 or OA WF being used. Private ["_logic"]; _logic = ""; if !(isNil "BIS_WF_OA") then {_logic = "Alice2Manager"} else {_logic = "AliceManager"}; Private["_civilianCountFormula"]; _civilianCountFormula = "5 Min (1 + Round (%1 / 20))"; if (BIS_WF_UrbanWarfare) then {_civilianCountFormula = "Round Random 5"}; _logic CreateUnit [ [1000,10,0], (CreateGroup sideLogic), Format[" BIS_alice_mainscope = this; this SetVariable ['townlist', towns]; this SetVariable ['civilianCount','%1']; PublicVariable 'BIS_alice_mainscope'; ",_civilianCountFormula], 0.6, "corporal" ]; }; and have been getting OA civilians walking or running about and driving cars in Warfare missions, where before there would be none. Share this post Link to post Share on other sites
Dwarden 1125 Posted August 13, 2018 A2 beta data are now live in A2 stable branch, new corepatch in A2OA 1.64 beta branch Share this post Link to post Share on other sites
marat Abdulin 0 Posted August 17, 2018 And what you've done. All servers are down after the last update. You statistics look https://www.gametracker.com/search/arma2/ Missions on all servers rise by an unknown error. Share this post Link to post Share on other sites
EssacCrown168 0 Posted October 14, 2020 There's a little question about Attack Helicopters, why the AH1Z can take more than 120 rounds 25mm APFSDS hit , but AH-64D can only take 60 or 70 rounds hit ? And why the AH1Z got a radar ? Share this post Link to post Share on other sites