kremator 1065 Posted May 13, 2020 Let me do some more testing first to see if it ia MAJOR issue. Share this post Link to post Share on other sites
gc8 977 Posted May 13, 2020 2 minutes ago, kremator said: Let me do some more testing first to see if it ia MAJOR issue. ok thx :) Share this post Link to post Share on other sites
kremator 1065 Posted May 13, 2020 Hmmm wierd.... even though mines are switched off ... Also getting the bug where we are shooting at a ghost. Share this post Link to post Share on other sites
gc8 977 Posted May 13, 2020 (edited) 21 minutes ago, kremator said: Hmmm wierd.... even though mines are switched off ... those mines are not placed by the mission scripts. I'm not very familiar with arma arty but maybe those are arty mines? Edit: I'm actually fixing this so no mines are fired..... 21 minutes ago, kremator said: Also getting the bug where we are shooting at a ghost. who's shooting at ghost? your tank? i have to ask stupid question, you don't use teleporting right? Edited May 13, 2020 by gc8 no mines Share this post Link to post Share on other sites
kremator 1065 Posted May 13, 2020 Nope teleporting not used. I have seen a spray of mines being used before, however they are never picked up as mines (no red icon) but DEADLY to all ! I've seen AA vehicles fire at the ghosts, arty try to bombard it (but they are always too close!), and the AFV (in the last picture). Interestingly, my vehicle gunners never target it ! Seen more troops poof on death again, but also empty emplacements (that you've previously cleared) jump into life again. Share this post Link to post Share on other sites
gc8 977 Posted May 13, 2020 (edited) 21 minutes ago, kremator said: Seen more troops poof on death again, but also empty emplacements (that you've previously cleared) jump into life again. I need to do something for this as well. thx for reporting! 🙂 Edit: tried without mods yet? and revive Edited May 13, 2020 by gc8 question Share this post Link to post Share on other sites
kremator 1065 Posted May 13, 2020 Retested today without ANY mods (only fow) on server and client..... still ghost firing. Here are two tanks firing at different buildings ! Have also confirmed that there is no exp coming to the player. I stay a private no matter how many I kill. Share this post Link to post Share on other sites
gc8 977 Posted May 13, 2020 10 minutes ago, kremator said: Retested today without ANY mods (only fow) on server and client..... still ghost firing. Here are two tanks firing at different buildings ! ok strange. But I wrote a small script so that if you are still testing maybe you could run the script in debug console once you see them shooting at ghosts again? Here's the script: diag_log "<<< DUMPING TARGETS >>>"; { _targets = _x nearTargets 250; diag_log format["Dump Targets: %1 - %2 -- %3", _x, side _x,count _targets]; { _x params ["","_targetType","_targetSide","","_target"]; diag_log format [">> %1 - %2 - %3", _target, _targetSide,_targetType]; } foreach _targets; } foreach allunits; After running the script if you can post your .rpt file it might help to solve this 10 minutes ago, kremator said: Have also confirmed that there is no exp coming to the player. I stay a private no matter how many I kill. thx, I know. fixed it already for next release Share this post Link to post Share on other sites
kremator 1065 Posted May 13, 2020 (edited) Ok ... ghost target RPT (also contains a bug at start)... https://drive.google.com/open?id=1Z_E_LoUJUDmaIDv38ZmTAZv0zMtZg7Gq It was a Hunter on my side firing into the ground repeatedly ... there WAS an emplacement ahead of it ... but 50m or so! Possible that there is a hidden troop buried underground ? Bizarrely now, a friendly grenadier has been firing nades at exactly where the hunter WAS sitting (from about 100m away!) Next ghost ... a friendly recon demo specialist is firing his rifle and pistol at a wall ... here is the RPT snip https://drive.google.com/open?id=1fzYJIV1N81hPXdvZOAQOHJ1MLv9qvtdh Edited May 13, 2020 by kremator More ghosts ! Share this post Link to post Share on other sites
gc8 977 Posted May 14, 2020 (edited) thx @kremator I have been running some tests to find the ghosts shooters but with no luck yet I wrote another script that may fix/end the ghost shooting once it happens the script: v = vehicles select { getposATL _x # 2 < -0.3 && typeof _x != "Land_Pallet_F" }; { diag_log format["veh underground %1 %2", _x, count (crew _x)]; deletevehicle _x; } foreach v; the script deletes underground vehicles so this might be the fix it will also print into the .rpt if anything is found underground Edited May 14, 2020 by gc8 another update Share this post Link to post Share on other sites
kremator 1065 Posted May 14, 2020 Will try the new script if I see any ghost firing. I think the issue stops the game from progressing as units are not moving on as they are targeting / engaging ghosts. Testing.... Share this post Link to post Share on other sites
gc8 977 Posted May 14, 2020 1 minute ago, kremator said: Will try the new script if I see any ghost firing. I think the issue stops the game from progressing as units are not moving on as they are targeting / engaging ghosts. Testing.... yes very bad, have to get it fixed =/ thx again! Share this post Link to post Share on other sites
kremator 1065 Posted May 14, 2020 Is pasting it into the debug on the client and hitting server exec (or global exec) fine? I witnessed two slammers firing at the road. Below is the RPT from my client https://drive.google.com/open?id=1lia0tikIPol4US5-n1qo0iiGgFzpi7_3 Now server https://drive.google.com/open?id=1SRi49K_XkIHatUPZoMlDL0lHo_8zbfyF Hope this helps! Share this post Link to post Share on other sites
gc8 977 Posted May 14, 2020 9 minutes ago, kremator said: Is pasting it into the debug on the client and hitting server exec (or global exec) fine? I witnessed two slammers firing at the road. that should be fine. did running the script fix the problem / end the shooting? Share this post Link to post Share on other sites
gc8 977 Posted May 14, 2020 I think there's confusion on what script to execute. I meant the code in this post should be executed "local Exec" (Client) when the ghost shooting happen. That might fix it for a moment and then if so I should know where the problem is thx Share this post Link to post Share on other sites
kremator 1065 Posted May 14, 2020 12 minutes ago, gc8 said: that should be fine. did running the script fix the problem / end the shooting? Nope didn't fix it. They kept shooting. Share this post Link to post Share on other sites
gc8 977 Posted May 14, 2020 2 minutes ago, kremator said: Nope didn't fix it. They kept shooting. Ya run the right script? this one: v = vehicles select { getposATL _x # 2 < -0.3 && typeof _x != "Land_Pallet_F" }; { diag_log format["veh underground %1 %2", _x, count (crew _x)]; deletevehicle _x; } foreach v; Share this post Link to post Share on other sites
kremator 1065 Posted May 14, 2020 Yes I ran the script .... it had no effect. Example from the server rpt I uploaded (doesnt appear in the client RPT).... "veh underground 289f7b94080# 1815573: mrap_01_unarmed_f.p3d 1" Are you using landpallet for emplacements etc ? Something is triggering the enemy status - are they grouped with an enemy at any stage ? Share this post Link to post Share on other sites
gc8 977 Posted May 14, 2020 2 minutes ago, kremator said: Yes I ran the script .... it had no effect. Are you using landpallet for emplacements etc ? Something is triggering the enemy status - are they grouped with an enemy at any stage ? I'm attaching static weapon to pallet so that it doesn't flip over on uneven terrain. I have tested this a lot in the editor to make sure it's not a problem... in editor they just shoot the gunner and at ease after that. So that shouldn't be the problem..... It's hard to think what else to try. Considering the target being underground I now know that units cant be placed underground, if given negative Z pos they just popup back to surface. vehicles on the other hand can be placed underground but the crew bails if vehicle goes underground (And pops back to surface) I'm outta ideas 😴 Share this post Link to post Share on other sites
gc8 977 Posted May 14, 2020 9 minutes ago, kremator said: Something is triggering the enemy status - are they grouped with an enemy at any stage ? pallets, no Share this post Link to post Share on other sites
kremator 1065 Posted May 14, 2020 What about a test version where no emplacements are placed (comment out that script) to see if the firing happens? That way we can rule out certain parts. Share this post Link to post Share on other sites
gc8 977 Posted May 14, 2020 26 minutes ago, kremator said: What about a test version where no emplacements are placed (comment out that script) to see if the firing happens? That way we can rule out certain parts. sure if you test it 🙂 Here's new addon file: https://drive.google.com/open?id=1T9YlCnHFnXo9TOfYMoiv7Wa57rYKyQfi It contains all bug fixes so far and I disabled all town defense manning and the pallets (Town defenses and sandbags still spawn but no one mans the guns) if that still doesn't do it I have to figure out more things to disable thx 🙂 1 Share this post Link to post Share on other sites
kremator 1065 Posted May 14, 2020 (edited) Will test in an hour then get back to you. EDIT: early testing.... problem solved. No ghost shooting seen atm. Exp IS being awarded but ranks not increasing. Mines still being launched in towns despite being turned off. No arty seen firing so far. EDIT: further testing ... yup problem is fixed. The exp thing, yes rank isnt increasing but I am able to buy more troops. Heavy vehicles tab only ever shows bobcat. HUGE gathering of vehicles (prolly lowering framerate !) Supply chopper ditches repeatedly into the sea (after >40mins) Edited May 14, 2020 by kremator Adding pictures Share this post Link to post Share on other sites
gc8 977 Posted May 15, 2020 @kremator Hey great to hear the problem is finally fixed! At least not happening anymore 12 hours ago, kremator said: Mines still being launched in towns despite being turned off. No arty seen firing so far. Could be the east side firing those mines (which kinda is buggy behaviour). param really don't help here... 12 hours ago, kremator said: Heavy vehicles tab only ever shows bobcat. maybe anything else is not yet researched? Share this post Link to post Share on other sites
gc8 977 Posted May 15, 2020 (edited) Ok I re-enabled the gun manning but no pallets and attachto in this version. We'll see which one of those features causes the bug Also gave supply helo more fuel fixed support menu did not work properly fixed the rank bug and other fixes Download: https://drive.google.com/open?id=1huuCdTmqF2pG1tgF6bHoRuYdp5TqnhIG Edited May 15, 2020 by gc8 rank bug 1 Share this post Link to post Share on other sites