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Dwarden

A2/A2:OA beta CorePatch 01.03.2016

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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.

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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.

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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.

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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

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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

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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

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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

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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

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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.

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On ‎7‎/‎13‎/‎2018 at 5:45 AM, Dwarden said:

 

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.

 

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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.

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A2 beta data are now live in A2 stable branch,

new corepatch in A2OA 1.64 beta branch

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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 ?

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