Joshua9797 38 Posted July 17, 2022 Hello, I noticed that since the 1.2 update of the S.O.G DLC, a scenario that I created a few months ago no longer works properly. To be precise, the helicopters I captured with BIS_fnc_UnitCapture no longer shoot missiles. However, this problem seems to only occur on the UH-1 helicopters, as it still works on the AH-9 pawnee. I have created a simple example mission and uploaded it to my GoogleDrive (no mods and just the SOG DLC):https://drive.google.com/file/d/14rgX7Hk-ULCq_NrX3LKv44i6GPMMgXH2/view?usp=sharing I also made a small video to demonstrate the problem. In this video, the AH-9 fires missiles but the UH-1C does not: Here is the Code I used: - for capturing the Data: rec = [vehicle player,200,20,true] spawn BIS_fnc_UnitCapture; - for the UH-1C flightpath (H1flightpath.sqf) : _movementdata = [[0,[1331.95,3293.66,73.3128],[-0.989004,0.0451461,-0.140831],[-0.140656,0.00704925,0.990034],[-1.30963,0.0658325,-0.0288855]],.....]; _firingdata = [[2.616,"vn_rocket_ffar_275in_launcher_m229"],[3.107,"vn_rocket_ffar_275in_launcher_m229"],......]; [H1, _firingdata, true] spawn BIS_fnc_UnitPlayFiring; _sequence = [H1, _movementdata] spawn BIS_fnc_UnitPlay; waitUntil {scriptDone _sequence}; hint "Playback 1 finished"; - for the AH-9 flightpath (H2flightpath.sqf) : _movementdata = [[0,[1337.54,3255.75,66.2256],[-0.980305,0.155578,-0.121648],[-0.119848,0.0209321,0.992571],[-4.7839,0.813286,-0.0131848]],....]; _firingdata = [[4.826,"missiles_DAR"],[4.832,"missiles_DAR"],....]; [H2, _firingdata, true] spawn BIS_fnc_UnitPlayFiring; _sequence = [H2, _movementdata] spawn BIS_fnc_UnitPlay; waitUntil {scriptDone _sequence}; hint "Playback 2 finished"; I have already checked my game files but nothing was found. Thank you in advance. Share this post Link to post Share on other sites
pierremgi 4906 Posted July 17, 2022 Tested and confirmed. The UH-1C rockets don't fire. The fireAtTarget (in BIS function) doesn't work in this case. I tested selecting weapon turret before the path or increasing distance to target. No joy. Perhaps you could place "hot" vehicle (I mean enemy + engine on) but this is a workaround for missiles, not rockets... Sorry, no solution. Share this post Link to post Share on other sites
Harzach 2518 Posted July 17, 2022 https://community.sogpf.com/ Share this post Link to post Share on other sites
Joshua9797 38 Posted July 18, 2022 19 hours ago, Harzach said: https://community.sogpf.com/ Sorry i'm confused. Should I file a bug report there? Share this post Link to post Share on other sites
veteran29 33 Posted July 18, 2022 Sorry for the inconvinence, it's related to the Huey fleet update. `BIS_fnc_UnitCapture` does not save which turret fired the weapons, during the playback it always tells the vehicle gunner (`gunner _vehicle`) to fire the weapons. After the 1.2 update, the vehicle copilot is considered the vehicle gunner (can be recognized by the icon in 3den). Switching the pylons to the gunner will make it work. 2 Share this post Link to post Share on other sites