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Arma 2 OA, update 1.64 build 144629, release candidate for EOL (End of Life)

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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"];

 

 

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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!

 

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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 by opusfmspol

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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

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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?

 

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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.

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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!

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@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...

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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

 

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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

20181007221522-1.jpg

after

post2.jpg

 

Edited by opftafel007
More info

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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:

0B7E150E8CF0118A9D3F73FDD9746F43CC9447B0

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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:

0B7E150E8CF0118A9D3F73FDD9746F43CC9447B0

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

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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.

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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).

 

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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:

cp9V97G.jpg

 

I don't think there will be much confusion between player messages and group messages, its not THAT big of a deal.

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1bc70c8f9ee5a233eb9dceafd39ee3f4.jpg

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.

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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.

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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?

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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.

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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?

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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.

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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.

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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?

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