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goliath86

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Posts posted by goliath86


  1.  

    Error in A2 SP missions

     

    Trial By Fire:

    crewman: Getting out while IsMoveOutInProgress
    Error in expression <ssGroup", _objectsPositions, true] call BIS_fnc_sceneSetObjects};
    
    
    BIS_fitnessg>
      Error position: <BIS_fnc_sceneSetObjects};
    
    
    BIS_fitnessg>
      Error Undefined variable in expression: bis_fnc_scenesetobjects
    File ca\missions\scenarios\sp_trialbyfire.utes\fitnessgroup.sqf, line 13
    Error in expression <;
    _recompile = (count _this) > 0;
    
    
    if (BIS_fnc_init && !_recompile) exitwith {t>
      Error position: <BIS_fnc_init && !_recompile) exitwith {t>
      Error Undefined variable in expression: bis_fnc_init
    File ca\Modules\Functions\init.sqf, line 28

    Eye For Eye:

    Error in expression <;
    _recompile = (count _this) > 0;
    
    
    if (BIS_fnc_init && !_recompile) exitwith {t>
      Error position: <BIS_fnc_init && !_recompile) exitwith {t>
      Error Undefined variable in expression: bis_fnc_init
    File ca\Modules\Functions\init.sqf, line 28
    Error in expression <_localExec"];
    _localExec = false;
    if ((_targetScript == "loc") || (_targetScrip>
      Error position: <_targetScript == "loc") || (_targetScrip>
      Error Undefined variable in expression: _targetscript
    Error in expression <lExec = false; _persistent = false;
    if (_targetScript == "loc") then {_localExec>
      Error position: <_targetScript == "loc") then {_localExec>
      Error Undefined variable in expression: _targetscript
    Error in expression <d = random 1;
    _nic = [objNull, objNull, rSETOVERCAST, 0, _rnd] call RE;
    };
    
    {
    _x>
      Error position: <rSETOVERCAST, 0, _rnd] call RE;
    };
    
    {
    _x>
      Error Undefined variable in expression: rsetovercast
    File ca\missions\scenarios\SP_EyeForEye.Chernarus\initJIPcompatible.sqf, line 31
    Error in expression <> 1} count units mainGrp > 0 || {damage _x > 0} count (units group reinf01) + (u>
      Error position: <_x > 0} count (units group reinf01) + (u>
      Error Undefined variable in expression: _x
    File ca\missions\scenarios\SP_EyeForEye.Chernarus\missionFlow.sqf, line 273
    Error in expression <units group reinf02) + [car02, truck02, truck03] > 0};
    {unAssignVehicle _x; [_x]>
      Error position: <truck03] > 0};
    {unAssignVehicle _x; [_x]>File ca\missions\scenarios\SP_EyeForEye.Chernarus\missionFlow.sqf, line 273
    Error in expression <> 1} count units mainGrp > 0 || {damage _x > 0} count (units group reinf01) + (u>
      Error position: <_x > 0} count (units group reinf01) + (u>
      Error Undefined variable in expression: _x
    File ca\missions\scenarios\SP_EyeForEye.Chernarus\missionFlow.sqf, line 273
    Error in expression <units group reinf02) + [car02, truck02, truck03] > 0};
    {unAssignVehicle _x; [_x]>
      Error position: <truck03] > 0};
    {unAssignVehicle _x; [_x]>
      Error Undefined variable in expression: truck03
    File ca\missions\scenarios\SP_EyeForEye.Chernarus\missionFlow.sqf, line 273
    Error in expression <tIn FALSE} forEach (crew truck02 + crew truck03 - [driver truck02, driver truck0>
      Error position: <truck03 - [driver truck02, driver truck0>
      Error Undefined variable in expression: truck03
    File ca\missions\scenarios\SP_EyeForEye.Chernarus\missionFlow.sqf, line 274

     

    Those errors have been fixed time ago. Are you on beta branch of A2:OA AND EVEN A2?


  2. Hmmm. It must be a problem with my install, I guess.

     

    I got all the files from Armaholic. I thought I had it all patched up correctly.

     

    Let me reinstall everything and see what happens.

     

    Sorry for wasting your time.

     

    Edit: Still not working for me, I guess I won't use G36s in my missions...

     

    It is very strange cause I can't reproduce that issue. Try to change the CorePatch.pbo name (like CorePatch.pbo.bak) excluding the corepatch update and retry your tests.


  3. there appear to be working camo1 and camo2 selections for the outer skin in lods 1-5, but in 6 it has camo3 only.

    e.g.

     

    camo1 = mi35_001_co.tga

    camo2 = mi35_002_co.tga

     

    and

    camo3 = mi35_mlod_ca.tga  --> this is a blank beige texture

     

    so how would we fix it? delete lod6?

     

    We could fix it deleting the lod6 or creating a working texture for that lod (but I haven't experience on texturing!)


  4. Regarding this post in "Troubleshooting" forum:

    https://forums.bistudio.com/topic/97526-basic-training-bugs/#entry2957819

    I can confirm that the drag action is not working with the Battlefield Clearance module.  The action to drag fails to appear, which also leads to no carrying.  Affects A2 and OA.

     

    Might be in the BC module's "BC_AddActions.sqf", where this is found:

    //adding Drag
    //_nic = _injured addAction [format["Drag %1",_injured],(BIS_FA_Path + BIS_PATH_SQF + "dragger.sqf"),[],99,true,false,"",
    _nic = _injured addAction [format[localize "BC_addActions.sqf13",_injured],(BIS_FA_Path + BIS_PATH_SQF + "draggerStart.sqf"),[],99,true,false,"",
    
    

    The "draggerStart.sqf" is not found in the FA module, where the FA path leads.  It's found in the BC module.

     

    I would suspect it should be:

    //adding Drag
    //_nic = _injured addAction [format["Drag %1",_injured],(BIS_FA_Path + BIS_PATH_SQF + "dragger.sqf"),[],99,true,false,"",
    _nic = _injured addAction [format[localize "BC_addActions.sqf13",_injured],(BIS_BC_Path + BIS_PATH_SQF + "draggerStart.sqf"),[],99,true,false,"",
    
    

     

    But I could be wrong, I can't test it since the modules set a hard path.

     

    Thank you Opus for reporting!

     

    I've fixed it and now it works as intended! It was not only the problem you pointed out! Thank you again!

    • Like 1

  5. Goliath, how would you feel about making a github version of corepatch so as a community be more involved with it? Of course official version/branch would be controlled by the owner and all requests would be subject to testing/evaluation. I feel like this would be the best solution to relieve some of the pressure off you and offload some work onto other devs that could help make some module or function improvements.

    Hi PiZZADOX!

     

    I'm already opening a GitHub version of corepatch as I'm writing ;)

    • Like 1

  6. Thank you al for feedback guys!

    Even if we don't answer at everyone we are reding this thread very carefully and discussing the changes to be made for the next update!

     

    So, many of you agree on reverting the mini-gun's firing angles on the original one.

     

    We are investigating on the "No Owner" RPT spam and on the super-speed of the bycicle.


  7. Hi, there are a few things which are altered in the game which seems a bit of unbalanced. 

     

    The AS50 TWS can't zero anymore, the DMR zeroes to 800m (which is OP), the M14 AIM is full auto which is also OP. 

     

    Hi! Thank you for reporting scredox!

    We are aware of the AS50 TWS and all others TWS sniper rifles zeroing problems. We are trying to revert some changes. Thank you!!

     

    The M14 is a full-auto rifle IRL and the DMR can fire up to 800m IRL. BTW I will do som more research on them!


  8. Hi guys!

    I'm back on working on CorePatch after a short pause.

     

    We (the CorePatch team) are working on resolving all the regressions you have found on this latest update. Regarding the AS50 that sounds like the M107, it is related to CIT report #71270

     

    Since we don't have a new sound to add to the AS50 rifle we added the same sound of the M107 as workaround. If any of you has a better sound sample feel free to inform me!

    If we revert back this change, the AS50 will sound the same as the L115A3.


  9. Also consider to fix the wrong direction of gun funnel on Su-25/34. Issue Nr.19347

     

    This funnel should point into the opposite direction/angle of where you turn/tilt to give you a visual representation of gun bullets trajectory while firing so you can adjust your aiming accordingly.

    So if you turn/tilt right, the funnel should turn/tilt left like on the screen I've made demonstrating with yellow color how it should look instead of how it looks now circled with red color.

    O2ye7pd.jpg

     

    Fixed! ;)


  10. There's a bug report I sent ages ago and I'm curious if there is anyone willing to take a look on it :)

    http://dev.withsix.com/issues/26237

    I suppose it's somehow related to LOD levels. It's confirmed that it still occurs with the latest beta version (1.63.131129).

    It isn't a gamebreaker (unless you're playing the one with the broken face) so no serious pressure needed ;)

     

    Fixed!

    Thank you for reporting it! ;)

     

    Cheers,

    goliath86


  11. Planes are still falling down like stones once destroyed even without ASR AI.

    This must have something to do with CorePatch as I didn't changed anything in server config or in the mission itself.

    Before it worked like usual.

    So with no changes to server config or/and mission it's a little bit strange.

     

    They fall like a stone only when destroyed. But if only dammaged and pilot ejects, the plane falls down normally.

     

    Hi groove!

    I'm working on fixing this annoying bug. I can reproduce it only on a dedi server but not on SP or self hosted multyplayer server. I've reverted back all the config changes made with the 24.08 corepatch's update but the problem still. So I assume that this problem has to do with something else and it seems script-related and not dependant on config changes. I will try to further investigate! ;)

    • Like 1

  12. Hi goliath86 :)

    It has been a long time since my last reports. No time because of work :icon_cry:

     

    So, here it is.

     

    1. VSS Vintorez is unusable since correction of bug Nr. 25488 . I can't kill anything with it. Enormous dispertion was introduced somehow.

    If I put a still standing soldier in editor exactly 200 m away from me and set zeroing to 200m, bullets fly over him, left/right of him or fall in front of him.

     

    2. AK-107 PSO has no zeroing and no ironsght as opposed to AK-74 PSO.

     

    3. Mi-24P and Su-25 250 rounds are unusable since they're not HE anymore as it was the case with 750 rounds.

     

    4. AGS-17/30 effective range ~1700 m

    Mk-19 feffective range ~1500 m

    Source:

    https://en.wikipedia.org/wiki/AGS-17

    https://en.wikipedia.org/wiki/Mk_19_grenade_launcher

    AGS-17/30 and Mk-19 should have zeroing added, going up to 1500 m with 100 m steps.

    5. BTR90, GAZ_Vodnik_HMG, LAV25, BRDM-2 and BTR60_TK_EP1 can only fully zoom-in and only while holding + button as opposed to BMP-2 with exactly the same optics, which can finely tune it's zoom level with + and - buttons with no need to hold + button to keep zoom level.

     

    Hi groove!

    Thank you for your report! I'm fixing those bugs as I'm writing!

     

    Thank you!!

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