lv1234 75 Posted August 11, 2017 Scenario: http://www.armaholic.com/page.php?id=32462 So when you are 15 minutes into the game, the circle appears to the bottom left corner..Pretty much causing you and your ai enemies to all die on the island. While it does say to simply restart to fix it, it constantly keeps happening regardless. Share this post Link to post Share on other sites
Nikander 123 Posted August 11, 2017 So maybe you could like, contact juvka the author and request a fix or something I hope this helps Share this post Link to post Share on other sites
lv1234 75 Posted August 11, 2017 Just now, Nikander said: So maybe you could like, contact juvka the author and request a fix or something I hope this helps Nope sent a couple of messages to him, he is dead as of now Share this post Link to post Share on other sites
davidoss 552 Posted August 13, 2017 change: _pos1 = [water, out] call BIS_fnc_randomPos; to _pos1 = [nil, ["water", "out"]] call BIS_fnc_randomPos; in line 1058 of file BR Bo.sqf There also something like this : _tr2 = createTrigger ["EmptyDetector", [0,0,0]]; _tr2 setTriggerActivation ["Juliet", "PRESENT", true]; _tr2 setTriggerStatements ["this", "_cnt = {alive _x} count allUnits; hint format['%1 Alive', _cnt];", ""]; if(_cnt ==1) then {hint "WINNER WINNER CHICKEN DINNER!!!"}; which is wrong and has no sense for me. There are also positioning isues which could be an reason of porting the mission from other bigger map. Triggers an marker have improper size and being created on water far away from the island. Share this post Link to post Share on other sites
lv1234 75 Posted August 14, 2017 20 hours ago, davidoss said: change: _pos1 = [water, out] call BIS_fnc_randomPos; to _pos1 = [nil, ["water", "out"]] call BIS_fnc_randomPos; in line 1058 of file BR Bo.sqf There also something like this : _tr2 = createTrigger ["EmptyDetector", [0,0,0]]; _tr2 setTriggerActivation ["Juliet", "PRESENT", true]; _tr2 setTriggerStatements ["this", "_cnt = {alive _x} count allUnits; hint format['%1 Alive', _cnt];", ""]; if(_cnt ==1) then {hint "WINNER WINNER CHICKEN DINNER!!!"}; which is wrong and has no sense for me. There are also positioning isues which could be an reason of porting the mission from other bigger map. Triggers an marker have improper size and being created on water far away from the island. Should this fix the issue for now? Share this post Link to post Share on other sites
lv1234 75 Posted August 14, 2017 21 hours ago, davidoss said: change: _pos1 = [water, out] call BIS_fnc_randomPos; to _pos1 = [nil, ["water", "out"]] call BIS_fnc_randomPos; in line 1058 of file BR Bo.sqf There also something like this : _tr2 = createTrigger ["EmptyDetector", [0,0,0]]; _tr2 setTriggerActivation ["Juliet", "PRESENT", true]; _tr2 setTriggerStatements ["this", "_cnt = {alive _x} count allUnits; hint format['%1 Alive', _cnt];", ""]; if(_cnt ==1) then {hint "WINNER WINNER CHICKEN DINNER!!!"}; which is wrong and has no sense for me. There are also positioning isues which could be an reason of porting the mission from other bigger map. Triggers an marker have improper size and being created on water far away from the island. Nope even changed that coding, the issue still happened where the second circle starts in the bottom left corner of the screen Share this post Link to post Share on other sites