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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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Any news about next update? 

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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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