opusfmspol 280 Posted September 12, 2018 Running current beta A2 and OA, I activated CBA and ShackTac Movement mods, and didn't have that message occur in .rpt log when launching those particular missions. It might be mod specific. Usual advice is deactivate all mods, then activate them one at a time until the issue occurs. Perhaps a mod is deleting one of the addons used by the mission or Warfare. Or a mod is using Call command in a config init event to activate addons. Or I'm wondering, 'downloadable content', might that be reference to ACR, BAF, or PMC? Running those two mods, in CO, the only issue I got was a pop-up error I reported months ago (not mod related). "Warning Message: 'iconStaticObject/' is not a class ( ' ' accessed)" occurs when player commander first deploys HQ, or first deploys a base structure after taking command from AI. Doesn't occur in A2. In A2, CBA gives me a pop-up at A2 launch, "Warning Message: Addon 'cba_xeh_oa' requires addon 'CA_CommunityConfigurationProject_E' ", but CBA still runs (logs .rpt errors). But no messages of that sort occurred when launching those missions in A2 or CO. Could you post the portion of your .rpt where it logs? In my experience those type messages should name what's missing. When evaluating what might be missing (if not listed in the log), maybe consider the mods being used, what they likely do, and compare that with the addons being used in the missions: Superpowers, addons listed in mission.sqm: Spoiler addOns[]= { cacharacters2, Chernarus, CAA10, CAAir2, CAAir3_Su34, CAAir2_UH1Y, Warfare2, cacharacters, ca_animals2_rabbit, cawheeled2_mtvr, cawheeled2_kamaz, ca_modules_marta, caweapons2_smaw, farm_wtower, cawheeled2_lav25, cawheeled2_v3s, cawheeled2_btr90, warfare2vehicles, warfarebuildings, caweapons_warfare_weapons, cawheeled_pickup, caweapons_metis_at_13, ca_missions_secops, ca_missions_garbagecollector, caair2_mv22, caweapons_ammoboxes, ca_modules_coin, ca_modules_functions, cawheeled2_gaz39371, caweapons_zu23, caweapons_spg9, CAWheeled, ca_highcommand, ca_modules_alice, ca_modules_silvie, cawheeled2_lada, cawheeled2_ikarus, caweapons2_rpg18, caweapons_kord, cawheeled2_vwgolf, shed_small, castructuresshed_small, castructureshouse_housev, castructuresbarn_w, castructureshouse_housev2, cawheeled_offroad }; addOnsAuto[]= { cacharacters2, warfare2vehicles, warfare2, CAWheeled, CAWheeled2_MTVR, CAWheeled2_Kamaz, warfarebuildings, chernarus }; When Diplomacy Fails, addons listed in mission.sqm: Spoiler addOns[]= { cacharacters2, Chernarus, CAA10, CAAir, CAAir2, CAAir3_Su34, CAAir2_UH1Y, warfare2vehicles, Warfare2, cacharacters, ca_animals2_rabbit, cawheeled2_mtvr, cawheeled2_kamaz, caweapons2_smaw, farm_wtower, cawheeled2_lav25, cawheeled2_v3s, cawheeled, cawheeled2_btr90, caweapons_metis_at_13, ca_modules_functions, caweapons_zu23, caweapons_spg9, cawheeled2_gaz39371, cawheeled_offroad, cawheeled_pickup, ca_modules_coin, caweapons2_rpg18, ca_highcommand, ca_modules_marta, warfarebuildings }; addOnsAuto[]= { cacharacters2, warfare2vehicles, warfare2, CAWheeled, CAWheeled2_MTVR, CAWheeled2_Kamaz, CAWheeled_Pickup, CAWheeled2_V3S, warfarebuildings, chernarus }; Warfare also uses the activateAddons command in scripts during initialization, which according to a note from UNN (emphasis added), "If executed from a configs init event with the call command, it will effectively override a missions required addons, preventing them from being activated (Appears to only happen in multi player). To activate the passed addons along with those defined in the mission.sqm, execute the command from a configs init event using spawn or execVM." The addons in Warfare scripts get called within an execVM from its cfg eventHandler. The execVM launches the scripts, which use activateAddons in Call commands. The execVM in config event would be preventing the override mentioned by UNN. Warfare2Vehicles.pbo, has the config init event: (Note: The Warfare module placed in editor map actually initializes Warfare2Vehicles.pbo, the Warfare2.pbo serves as repository for the scripts and addons used by Warfare.) Spoiler class Eventhandlers { init="if (IsNil {BIS_WF_Common}) then {BIS_WF_Common = _this select 0;Private [""_nullReturn""];_nullReturn = [false] ExecVM ""ca\Warfare2\Scripts\Init.sqf"";};"; }; Warfare2.pbo, in the Init.sqf: Spoiler [_corePath,_corePath1] Call Compile PreprocessFileLineNumbers "\CA\Warfare2\Scripts\InitMission.sqf"; InitMission.sqf, to initialize clients and server: Spoiler [] Call Compile PreprocessFileLineNumbers (corePath + "Common\Init\Init_Common.sqf"); ..... [] Call Compile PreprocessFileLineNumbers (corePath + "Server\Init\Init_Server.sqf"); Init_Common.sqf, activates addons: Spoiler activateAddons [ "corepatch_ccp_70342_fix", "caweapons", "camisc3", "cacharacters2", "cawheeled", "warfarebuildings", "ca_animals2_cow", "ca_modules_functions", "cawheeled2_lada", "caweapons_dmr", "ca_modules_alice", "caweapons_ak", "caweapons_ammoboxes", "catracked", "warfare2", "ca_animals2_chicken", "cawheeled2_v3s", "ca_animals2_wildboar", "ca_animals2_goat", "ca_modules_coin", "ca_animals2_sheep", "ca_animals2_rabbit", "caweapons_zu23", "ca_modules_marta", "ca_modules_silvie", "caweapons_spg9", "ca_missions_garbagecollector" ]; Init_Server.sqf, activates addon: Spoiler activateAddons["CA_HighCommand"]; Share this post Link to post Share on other sites
revolverocelotkjb 13 Posted September 12, 2018 You are awesome opusfmspol and believe I've found the issue. I have a modified "CAcharacters2" in a mod file that did not have the required addon: "CorePatch_Everything" The second I added the "CorePatch_Everything" the error log goes away for that mod but I also use the RHS mod and it gives the same message about deleted downloadable content "rhs_c_weapons." Guarantee all the RHS mod needs is to be updated with the required addon: "CorePatch_Everything" and more than likely the error log will go away. Don't know why I didn't think of "CorePatch_Everything" at midnight last night. Thanks again opusfmspol! Share this post Link to post Share on other sites
opusfmspol 280 Posted September 14, 2018 (edited) I've been playing A2 mission "07: Freedom Fighters" and in doing so discovered a Warfare issue in Teams config. It's also in OA warfare teams config. At bottom of Config_Teams.sqf is the Resistance AI Commander's preference for team types. These are the templates AI Commander assigns to teams at mission start : //AI commander preferences for AI teams. _t = ["InfantryFT"]; _t = _t + ["InfantryAT"]; _t = _t + ["MechanizedLight"]; <--- here _t = _t + ["TankLight"]; _t = _t + ["ReconLight"]; _t = _t + ["TankLight"]; _t = _t + ["ReconHeavy"]; _t = _t + ["SpecOps"]; ResistanceAITeamTemplates = _t; The problem is with "MechanizedLight" for Team 3. Resistance "MechanizedLight" is a V3S transport truck. The template consists of a single unit (V3S driver). Single unit template types should only be used for squads (i.e., infantry team + V3S = motorized infantry). And looking at the Resistance infantry squads one can see, that is how it gets used: Spoiler //RESISTANCE _n = ["RifleSquad"]; _d = ["Rifle Squad"]; _t = [_INFANTRY]; _ai = [false]; _f = [Localize "STR_FN_GUE"]; _te = ["MechanizedLight"]; _te=_te + ["InfantryFT"]; _s = [_te]; _n = _n + ["LargeRifleSquad"]; _d = _d + ["Large Rifle Squad"]; _t = _t + [_INFANTRY]; _ai=_ai + [false]; _f = _f + [Localize "STR_FN_GUE"]; _te = ["MechanizedLight"]; _te=_te + ["InfantryFT"]; _te=_te + ["InfantryWT"]; _s = _s + [_te]; _n = _n + ["ATSquad"]; _d = _d + ["AT Squad"]; _t = _t + [_INFANTRY]; _ai=_ai + [false]; _f = _f + [Localize "STR_FN_GUE"]; _te = ["MechanizedLight"]; _te=_te + ["InfantryAT"]; _s = _s + [_te]; _n = _n + ["LargeATSquad"]; _d = _d + ["Large AT Squad"]; _t = _t + [_INFANTRY]; _ai=_ai + [false]; _f = _f + [Localize "STR_FN_GUE"]; _te = ["MechanizedLight"]; _te=_te + ["InfantryAT"]; _te=_te + ["InfantryFT"]; _s = _s + [_te]; _n = _n + ["AASquad"]; _d = _d + ["AA Squad"]; _t = _t + [_INFANTRY]; _ai=_ai + [false]; _f = _f + [Localize "STR_FN_GUE"]; _te = ["MechanizedLight"]; _te=_te + ["InfantryAA"]; _s = _s + [_te]; _n = _n + ["LargeAASquad"]; _d = _d + ["Large AA Squad"]; _t = _t + [_INFANTRY]; _ai=_ai + [false]; _f = _f + [Localize "STR_FN_GUE"]; _te = ["MechanizedLight"]; _te=_te + ["InfantryAA"]; _te=_te + ["InfantryAA"]; _s = _s + [_te]; _n = _n + ["ATAASquad"]; _d = _d + ["AT/AA Squad"]; _t = _t + [_INFANTRY]; _ai=_ai + [false]; _f = _f + [Localize "STR_FN_GUE"]; _te = ["MechanizedLight"]; _te=_te + ["InfantryATAA"]; _s = _s + [_te]; _n = _n + ["LargeATAASquad"]; _d = _d + ["Large AT/AA Squad"]; _t = _t + [_INFANTRY]; _ai=_ai + [false]; _f = _f + [Localize "STR_FN_GUE"]; _te = ["MechanizedLight"]; _te=_te + ["InfantryATAA"]; _te=_te + ["InfantryATAA"]; _s = _s + [_te]; The issue is that single-unit teams will never update or upgrade their template. It always remains a one man team. Player Commander can reassign the team as Infantry, SpecOps, etc., whatever, the team will never switch to another template (although it will switch type). It will always remain as the single-unit template. This is quickly observed launching "Freedom Fighters": - Launch mission. - Go to map, vote player as commander. Wait for player to assume command. - select "Teams" from diary. - On Teams panel, Team 3 displays quantity: 1 of 1 units (V3S leader as driver but no vehicle). - Select Team 3, select "Set Type". - Select Infantry or SpecOps, select "Set Type". - Select "Respawn". - Wait for leader to be alive. - Wait for the template to switch... and wait... and wait... and wait... and wait.... The template never switches because the template is a one-man team. The cause: Spoiler Warfare's team update runs about every five seconds. It detects whether player commander has switched a team's type. When type is switched, it sets the long update to run immediately. Long update includes updating the team's template. It waits for the leader to be alive before the long update runs. But in long update, the template switch only occurs when the team is not at full strength. A one-man team is at full strength when the leader is alive. So the switch never occurs. When the team has a template consisting of two or more units, once the respawned leader is alive the team is not at full strength, so the long update runs and the switch occurs. So the AI commander preference "MechanizedLight" should be something else. Even in other A2 warfare missions, or Takistan map Warfare2_E mission "CTI 24 Mountain Warfare" (OA), the Resistance team 3 being "MechanizedLight" suffers from the exact same. It's just one lone leader running around or driving a V3S to capture points, and will never switch to another template. My suggestion would be "ReconLight", a pickup PK and offroad Dshkm. It's a four man team, which allows player commander to switch the team type when they have no factory available. Edited September 15, 2018 by opusfmspol Share this post Link to post Share on other sites
Killerman29 9 Posted September 30, 2018 I have a issue that never has been solved which is the ai at against armored units especially in urban combats with fire at wiil and danger mode, they will run like retards and get all their teammates killed, without even getting cover Share this post Link to post Share on other sites
revolverocelotkjb 13 Posted October 3, 2018 With subtitles enabled: Razor team voices on maps other than Cherno and Utes will try and say the names of towns but don't have the voice parameters to actually say the towns name but the towns name will still show in the subtitles as if being said by the Razor team member. USMC and US units other than Razor team will use a respective Grid reference instead of trying to use a town's name. Will/Can corepatch be updated to have Razor Team voices use Grid references instead of a town's name that doesn't even have a voice parameter? Share this post Link to post Share on other sites
Noma 8 Posted November 17, 2018 Any news about next update? Share this post Link to post Share on other sites
LSValmont 789 Posted December 6, 2018 On 17/11/2018 at 12:36 PM, Noma said: Any news about next update? BI Project Lead Ondřej Kužel has confirmed here: That no more than 10 people working on Arma 3. If there are 10 employees working on BI's cashcow flagship best seller game how many do you think are working on A2? I was hoping for an A2 update with a unified DLC gold edition for all that game has given BI but no love. I've since moved on to A3 but that game has one of the most uninteresting lores of the whole industry. It is imposible to emotionally attach to A3's lore where A2 had an amazing lore and campaign. Share this post Link to post Share on other sites
ctbear 15 Posted December 11, 2018 I don't know if this request is beyond the scope or not. Can you bring back the big drum magazine back for Rpk-74 or just create a Rpk as a new weapon (with rpk-74's model of course), I'm not fimilar with arma 2's modding but I think edit some configs will do it just fine, plus. Thank you! Share this post Link to post Share on other sites
HazJ 1289 Posted March 14, 2019 @Dwarden Any chance of a Steam code for 1.64? Like the beta options. It is a pain to manually go back and fourth between patches. Having to select other patch and re-validate, etc... 2 Share this post Link to post Share on other sites
slicky1 0 Posted May 20, 2019 hello, I have just tried to get into my arma2 and arma dayz mod today after being off them a while. the battleeye will not load at all. so there is an option to play without battleye but still will not play. can any devs help me with this? I have not even gotten halfway through the game on single player. lol Share this post Link to post Share on other sites
opftafel007 10 Posted November 7, 2019 (edited) Bug report as of EOL update 7/11/2019: AI reports/Messages are no longer shown in capital letters Please adjust the Messages back to capital letters, these small letters cause for a hard read. Also when playing in combination of ai and players within a group or just in general it loses its general structural oversight. Not sure if this was intended or just a minor bug, but theres several people that have complained on our server so i thought i'd adress it. Edit: added pic Before after Edited November 8, 2019 by opftafel007 More info Share this post Link to post Share on other sites
samatra 85 Posted November 8, 2019 22 hours ago, opftafel007 said: Bug report as of EOL update 7/11/2019: AI reports/Messages are no longer shown in capital letters Please adjust the Messages back to capital letters, these small letters cause for a hard read. Also when playing in combination of ai and players within a group or just in general it loses its general structural oversight. Not sure if this was intended or just a minor bug, but theres several people that have complained on our server so i thought i'd adress it. If you ask me, its a good change - less crap on the screen from the chat. This also affects scripting commands, they're no longer forcefully capitalized. Check out how good scripted messages look now: 1 Share this post Link to post Share on other sites
opftafel007 10 Posted November 8, 2019 39 minutes ago, samatra said: If you ask me, its a good change - less crap on the screen from the chat. This also affects scripting commands, they're no longer forcefully capitalized. Check out how good scripted messages look now: what u are showing me now has always been like that in warfare mission, they were never capitalized (unit kill notifications), im talking about the AI responses and info Share this post Link to post Share on other sites
samatra 85 Posted November 8, 2019 12 minutes ago, opftafel007 said: what u are showing me now has always been like that in warfare mission, they were never capitalized (unit kill notifications), im talking about the AI responses and info No they weren't, they were all caps, just like radio chatter. I don't know the reasoning why this was changed in 1.64 but its a good change in my book. 1 Share this post Link to post Share on other sites
opftafel007 10 Posted November 8, 2019 28 minutes ago, samatra said: No they weren't, they were all caps, just like radio chatter. I don't know the reasoning why this was changed in 1.64 but its a good change in my book. ok i checked and u are right about the killfeed. But I still feel like the Ai responses should be in capitals by default. It has been like that since flashpoint and mission devs can still change whatever kind of killfeed to whatever size they want. But warfare mission aside, if players play the game with ai and players in group in whatever mission, now the ai callouts are in small capitals, and players that type in group chat are also in small capitals (unless u expect them to type in allcaps wich would be rediculous). Share this post Link to post Share on other sites
samatra 85 Posted November 8, 2019 30 minutes ago, opftafel007 said: ok i checked and u are right about the killfeed. But I still feel like the Ai responses should be in capitals by default. It has been like that since flashpoint and mission devs can still change whatever kind of killfeed to whatever size they want. But warfare mission aside, if players play the game with ai and players in group in whatever mission, now the ai callouts are in small capitals, and players that type in group chat are also in small capitals (unless u expect them to type in allcaps wich would be rediculous). Yeah, this changed in Arma 3, I guess they just ported this change alongside other engine fixes from Arma 3. By the way, as I already mentioned on github, Arma 2 beta used to have lower case for group messages too: I don't think there will be much confusion between player messages and group messages, its not THAT big of a deal. Share this post Link to post Share on other sites
Miksuu11 0 Posted November 9, 2019 Well, look at this. It was before, 2, STEALTH ALL, ARE TEAM RED ALL, ENGAGE AT WILL READY Now it's just all not capitalized... If you change anything, atleast give us a option to go back. Text like "all, are TEAM RED" are really confusing and not the arma I played before. Also, there is something that broke the server today which we never encountered before it seems. I can not confirm this because I were not playing that time (I read it from discord). For us, the largest non dayz server on Arma 2 still, the patch just made things worse. I hope you can roll out a hotfix for this one. Share this post Link to post Share on other sites
HazJ 1289 Posted November 23, 2019 I don't think caps should be forced for script command usage but for radio messages either force to caps or at least fix the grammar haha. In the screenshot posted above by Miksuu11, it looks really odd. @Miksuu11 Are you running the modset for that server? I am aware there is one, I can't recall if it has any changes to font UI or not. I haven't never noticed it myself in the past. Haven't played the game for quite a while now though. Share this post Link to post Share on other sites
OMAC 254 Posted November 24, 2019 I saw the big 1.64 update on Steam, which I assume was for stable branch (?). Isn't that the EOL version? Or will more changes be made? To run Combined Ops, should the stable version of A2 be run, or the beta version? Share this post Link to post Share on other sites
Miksuu11 0 Posted December 3, 2019 Also, after the patch, my system goes black for like 2 seconds and OBS, some nvidia stuff crashes for no reason. Newest driver. Also I got headtracking with PS3 Eye camera and delanclip yesterday. Worked fine, until I started arma. I tried rebooting, didn't help, it doesn't detect the camera. Replugging helps but I'd like not to go back of my pc to replug the camera every single time I boot ArmA2 oa. This is ridiculous. Fix the things or just go back to the old version. It worked fine. No one asked for this, it doesn't do any things better than the old patch did. Share this post Link to post Share on other sites
Dedmen 2700 Posted December 4, 2019 20 hours ago, Miksuu11 said: so, after the patch, my system goes black for like 2 seconds and OBS, some nvidia stuff crashes for no reason. Newest driver. Have you tried disabling battleye and seeing if it still hapepns? Share this post Link to post Share on other sites
Miksuu11 0 Posted December 8, 2019 On 12/4/2019 at 3:13 AM, Dedmen said: Have you tried disabling battleye and seeing if it still hapepns? Yes, seems it was battleye, seems to be happening on ArmA3 as well... weird. Share this post Link to post Share on other sites
Dedmen 2700 Posted December 8, 2019 1 hour ago, Miksuu11 said: seems it was battleye yeah killing random stuff is a thing that battleye does since the last update, not only arma either. Also other battleye games like PUBG or ARK. Share this post Link to post Share on other sites
Miksuu11 0 Posted December 29, 2019 Also I have noticed that AI have troubles moving into camps now, when you tell them to move to a camp (to capture it), they just stop 5-10 meters near it. This didn't happen before the patch, I have received same report from few of our players. They just say "Ready" when they are near the camp, but not at it's capture range. Any possibility to fix this still? Share this post Link to post Share on other sites
dalber24 156 Posted January 1, 2020 Rain Bugs First-person rain bug, it only happens on first person, in third person it works good.https://youtu.be/qta2HVDe-2c When running near the coast the rain moves in slow motion.https://youtu.be/lna00DIaHOU 3 Share this post Link to post Share on other sites