Zipper5 74 Posted June 12, 2010 (edited) R6d2ggjCr4g Version: 1.03zipper5.armaholic.euGame FrontArmaholic(Mirrors appreciated!) Description: Many people dislike the fact that AI will use their valuable anti-tank launchers on infantry. This addon makes some simple changes to the CfgAmmo entries of Arma 2's anti-tank launcher ammunition to stop this. Installation: 1. Extract the @zp5_at_fix folder into your Arma 2 root folder 2. Add the mod to your Arma 2 shortcut's target line 3. Run the game using your shortcut Changelog: - 1.03: - Removed binarization - New zp5.bikey file included - Added CfgAmmo entries that were missing from previous versions - Cleaned up the config Edited January 8, 2012 by Zipper5 Armaholic mirror added Share this post Link to post Share on other sites
cole 0 Posted June 12, 2010 this will come in very handy. Thanks zp :) Share this post Link to post Share on other sites
Big Dawg KS 6 Posted June 12, 2010 The OG-7 is an anti-personnel round... you shouldn't have "fixed" that one. Share this post Link to post Share on other sites
Zipper5 74 Posted June 12, 2010 Oh... Well, I just wanted to stop them from using AT launchers against infantry all together. Perhaps I'll remove that. Thanks for letting me know nonetheless. ;) Share this post Link to post Share on other sites
gulag 10 Posted June 12, 2010 Thanks' @Zipper for this fix, downloading now. Share this post Link to post Share on other sites
galzohar 31 Posted June 12, 2010 Seeing that you broke OG7 rounds, I suppose you probably broke HEDP and (ACE) TBG rounds too which you should probably un-break too ;) Share this post Link to post Share on other sites
imutep 0 Posted June 12, 2010 Thx for the release! ArmedAssault.info Mirror and News: We have also added this release to your personal author profile If a release or contact information is missing, feel free to drop a PM, it will then be added. And here is the BBCode if you want to add our Mirror to your release post : [url=http://www.armedassault.info/index.php?cat=addons&game=1&id=1443][img=http://www.armedassault.info/mirrorgen2/6678825.gif][/url] If you prefer a text only BBCode please copy and paste the code below : [b]ArmedAssault.info Mirror :[/b] [url=http://www.armedassault.info/index.php?cat=addons&game=1&id=1443]DOWNLOAD - Anti-tank Launcher vs. Infantry Fix (v.1.0) - [3 KB] from ArmedAssault.info[/url][/spoiler] Share this post Link to post Share on other sites
mattxr 9 Posted June 12, 2010 Dont Infantry fire light LAWs at infantry though? See them in Afganistan doing it lol Share this post Link to post Share on other sites
Zipper5 74 Posted June 12, 2010 Alright guys, sorry about that. Here's a hotfix (v1.01) without the OG-7 and SMAW HEDP rounds being broken: Anti-tank Launcher vs. Infantry Fix v1.01 Sorry for the inconvenience. :( Share this post Link to post Share on other sites
galzohar 31 Posted June 12, 2010 They do use AT against infantry, yes, but not in the way the AI does it. Also IRL AT rockets have more destructive power and will most likely kill someone standing more than just 1.1m next to the impact point (which is what it is for the AT4 in Arma 2) and it's also much more effective at breaking down house walls and hitting enemies through walls IRL than it is in Arma 2. Share this post Link to post Share on other sites
wika_woo 182 Posted June 12, 2010 Nice fix here, this is even helpfull for us movie makers :) I remember seeing this error many times lol Share this post Link to post Share on other sites
Infam0us 10 Posted June 12, 2010 Dont Infantry fire light LAWs at infantry though? See them in Afganistan doing it lol They do in certain circumstances. For example if a soldiers hiding behind a wall the AT maybe used, but it doesn't get used like it does in ArmA 2 in plain open sight whe a rifle does the job much more effectively. Zipper, is this a less serious addon? :D Share this post Link to post Share on other sites
imutep 0 Posted June 12, 2010 Mirror updated on Armed Assault.info :cool: DOWNLOAD - Anti-tank Launcher vs. Infantry Fix (v 1.01) - [3 KB] Share this post Link to post Share on other sites
h - 169 Posted June 13, 2010 Zipper, your config is rather odd.. Instead of for example units[]={}; you use units = "{}" Why? Never ever seen anybody do that, not sure that even works like they are supposed to since for example units, weapons and requiredAddOns are supposed to be arrays, not strings.. :confused: Share this post Link to post Share on other sites
Zipper5 74 Posted June 13, 2010 Uh... I don't actually have a reason for doing it that way? The first config I tried editing all those years ago did it like that and that's just how I've done it since. Would it really make a difference? Both seem to have the same desired effect. :confused: Share this post Link to post Share on other sites
Big Dawg KS 6 Posted June 13, 2010 Uh... I don't actually have a reason for doing it that way? The first config I tried editing all those years ago did it like that and that's just how I've done it since. Would it really make a difference? Both seem to have the same desired effect. :confused: Yes. I would think it would make all the difference. Not making it array will probably cause it not to fulfil its desired effect. In the case of this addon it really doesn't matter since it's empty anyway. Share this post Link to post Share on other sites
jch5pilot 10 Posted June 13, 2010 Hello, When using this mod I get the following errors: On startup, I'm presented with "Size: 'requiredAddOns/' not an array". I can click 'Ok' and the game starts up. When it comes to the main menu, I'm presented with "Size: 'list/' not an array". I can click 'Continue' and carry on. When it comes to the editor, I can place place the units and everything, but when I go to preview the mission I get the same error as above, "Size: 'list/' not an array" and then it takes me straight back to the editor map view, so I can't play or preview any missions with it. Have I done something wrong or is this the result of what you were discussing above with the config array thing? James Share this post Link to post Share on other sites
Zipper5 74 Posted June 13, 2010 It's working fine on my end, jch5pilot. Are you using any mods? Share this post Link to post Share on other sites
vengeance1 50 Posted June 13, 2010 Hello,When using this mod I get the following errors: On startup, I'm presented with "Size: 'requiredAddOns/' not an array". I can click 'Ok' and the game starts up. When it comes to the main menu, I'm presented with "Size: 'list/' not an array". I can click 'Continue' and carry on. When it comes to the editor, I can place place the units and everything, but when I go to preview the mission I get the same error as above, "Size: 'list/' not an array" and then it takes me straight back to the editor map view, so I can't play or preview any missions with it. Have I done something wrong or is this the result of what you were discussing above with the config array thing? James Same thing for me and yes I am using many mods. Share this post Link to post Share on other sites
Zipper5 74 Posted June 13, 2010 Well, I am unsure of it's compatibility with other mods. Seems as though it isn't. Probably because some of them have their own configs doing things similar to what this addon does. Share this post Link to post Share on other sites
runforrest 10 Posted June 13, 2010 On startup, I'm presented with "Size: 'requiredAddOns/' not an array". I can click 'Ok' and the game starts up. i get the same with just cba or no addons at all Share this post Link to post Share on other sites
ALHSLeo 10 Posted June 13, 2010 (edited) Zipper5 - better use : class cfgPatches { class zp5_at_fix { units[] = { }; weapons[] = { }; requiredVersion = 1.0; requiredAddOns[] = { "CAweapons" }; }; }; class cfgAddOns { class preloadAddOns { class zp5_at_fix { list[] = { "zp5_at_fix" }; }; }; }; Becouse errors in log on the linux server too - with your original code ( without addons ). Warning Message: Size: 'requiredAddOns/' not an arrayUpdating base class ->RocketCore, by ca\weapons\config.bin/CfgAmmo/RocketBase/ Updating base class RocketBase->R_PG7V_AT, by ca\weapons\config.bin/CfgAmmo/R_PG7VL_AT/ Updating base class RocketBase->R_PG7V_AT, by ca\weapons\config.bin/CfgAmmo/R_PG7VR_AT/ Updating base class RocketBase->R_SMAW_HEDP, by ca\weapons\config.bin/CfgAmmo/R_SMAW_HEAA/ Updating base class RocketBase->MissileBase, by ca\weapons\config.bin/CfgAmmo/M_Javelin_AT/ With changed code : Updating base class MissileBase->RocketBase, by zp5_at_fix\config.cpp/CfgAmmo/M_Javelin_AT/Updating base class R_SMAW_HEDP->RocketBase, by zp5_at_fix\config.cpp/CfgAmmo/R_SMAW_HEAA/ Updating base class R_PG7V_AT->RocketBase, by zp5_at_fix\config.cpp/CfgAmmo/R_PG7VL_AT/ Updating base class R_PG7V_AT->RocketBase, by zp5_at_fix\config.cpp/CfgAmmo/R_PG7VR_AT/ Edited June 13, 2010 by ALHSLeo Share this post Link to post Share on other sites
jch5pilot 10 Posted June 13, 2010 Hello again, Thanks for your replies. It's working fine on my end, jch5pilot. Are you using any mods? Nope I'm not running any mods, just the standard game on 1.05. For the purpose of testing though I have tried it with and without mods, both giving the same result. Quite interesting that some are experiencing it and others are not. Same thing for me and yes I am using many mods. i get the same with just cba or no addons at all Glad to hear I'm not the only one. James Share this post Link to post Share on other sites
h - 169 Posted June 13, 2010 Jup, getting the same errors and that's exactly because the requiredAddons and list arrays are not defined correctly (using 1.05 + CBA).. Share this post Link to post Share on other sites
Zipper5 74 Posted June 13, 2010 Sorry about these errors, guys. Jeeze, this was meant to be a simple addon for my first one. :butbut: So, to fix these issues, is this what I would want to use instead? class cfgPatches { class zp5_at_fix { units[] = {}; weapons[] = {}; requiredVersion = 1.000000; requiredAddOns[] = {"CAweapons"}; }; }; class cfgAddOns { class preloadAddOns { class zp5_at_fix { list[] = {"zp5_at_fix"}; }; }; }; Share this post Link to post Share on other sites