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Field of war [CTI] [SP/MP]

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2 minutes ago, kremator said:

Let me do some more testing first to see if it ia MAJOR issue.

 

ok thx :)

 

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Hmmm wierd.... even though mines are switched off ...

 

C218D094173F44C6004C3F398DB5D9D487B8234D

 

Also getting the bug where we are shooting at a ghost.

 

491B0425CE16B6AEAE7CAE6885C804504A5FD78B

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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 by gc8
no mines

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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.

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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 by gc8
question

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Retested today without ANY mods (only fow) on server and client.....  still ghost firing.  Here are two tanks firing at different buildings !

 

108202D7977A8743AF95BC3D65F41C30595DCABB

 

Have also confirmed that there is no exp coming to the player.  I stay a private no matter how many I kill.

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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

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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 by kremator
More ghosts !

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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 by gc8
another update

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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.... 

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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!

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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?

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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

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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.

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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;

 

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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 ?

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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 😴

 

 

 

 

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9 minutes ago, kremator said:

Something is triggering the enemy status - are they grouped with an enemy at any stage ?

 

pallets, no

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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.

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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 🙂

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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 !)

4516E85323940B4BDEC72A7A1D7CF0BE4B4498D0

 

Supply chopper ditches repeatedly into the sea (after >40mins)

480B8AA73B3913197CCBA2707981F41A1D802B69

 

 

 

Edited by kremator
Adding pictures

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@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?

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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 by gc8
rank bug
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