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Tuupertunut

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Posts posted by Tuupertunut


  1. Fixed the doors for you.

     

    Replace the original "pra3_structures.pbo" in the mod with the downloaded.

     

    Download:

    https://drive.google.com/uc?export=download&id=0B_FBunye00pXOFRCZy1tT3ljb28

     

    What was broken?

    Spoiler

    Door animations were implemented in a very hacky way using the undocumented functions "BIS_fnc_DoorOpen" and "BIS_fnc_DoorClose". In addition to those functions being undocumented, they were also misused.

     

    "BIS_fnc_DoorOpen" takes the following animations as parameters:

    • Door animation
    • Door handle down animation
    • Door handle up animation

    However, in this addon, they were treated as just a list of any 3 animations to play on door opening. If there were just 1 or 2 animations to play, the rest were left as "" (empty string). This caused most door animations to fail. There was however one type of fence gate that had exactly 3 animations to play and thus worked correctly by accident. :)

     

    How I fixed it?

     

    I replaced the function calls with calls to the animateSource command.

     

    • Like 11

  2. 7 hours ago, foofski said:

    There is no "arbitrary time limit" - you likely got overrun and outnumbered in the town. Securing the town is the objective, not just killing all the dudes. Real battles are rarely to the "last man". The coloured circle that appears on the map will tell you how you are faring.

    I'm outnumbered yes, but I'm Ramboing there with a machine gun and shooting everyone. I still lose the battle because I didn't shoot them all fast enough. I wouldn't call the town secured as long as there are still bullets flying around.


  3. Neofit here is bringing up many points with which I also agree. I'd like to add some of my own.

    • Battle for a town is based on amount of troops in the town, disregarding how strong they actually are. Often I just want to wait behind a cover with a small team and kill the assaulting enemies as they come, but end up losing because some arbitrary time limit ran out. In a real battle, the battle isn't over until one side is neutralized, no matter how many soldiers each side has in the battlefield.
    • When I go to a new area and place a FOB in the middle of nowhere, I'm getting fired by mortars. The enemy just magically knows I have a FOB there.
    • There is no easy way to cancel "loot" order. When I command a looter to board a vehicle and go fight somewhere, he still tries to come back and loot some more.
    • NATO doesn't see anything wrong with me riding an ATV in full military gear, but as soon as I get out, they start shooting at me.

  4. Mods it's cool, but you forget about gamers who do not use mods.

    Why should I use mods that fix a things that were to be implemented? I mean e. g. lack zeroing function at DMR and SVD (http://dev.withsix.com/issues/31267) or possibility to look through ironsight at weapons with sidemounted scopes (http://dev.withsix.com/issues/13857). I just want to play the game, not to setup mods.

    I didn't actually say you should use mods to fix things, but that existing mods expect the game code to be certain way. If a flaw has been in the game since the beginning of it, mods are probably used to that. Patching the flaw now would just change the code those mods rely on, rendering them incompatible.

     

    So we should only fix bugs that are introduced in recent versions. Most mods are not expecting recent bugs to exist, but rather expecting them to be fixed.

    • Like 3

  5. Corepatch is to fix the common core parts of the game that we all use (like the gear menu errors and such) Those BI scripts affect everyone playing the game and should have been changed. Didn't interfere with any mods and improved the game in every aspect. Fixing the mission specific scripts also was necessary and good for the entire community.

     

     

    I am not disagreeing with the principle of fixing bugs. I am saying you are too overzealous in your desire to fix random barely useful things that impact compatibility with mods, the thing that keeps arma 2 alive.

     

     

     

     

    I suggest you work on modules and scripts, not on Cfg values. Let's fix the civilian modules.

     

    I'm with PiZZADOX on this one. Main scope for bugfixing should be things that have been working earlier in Arma 2. Those features are what mods and especially missions have been used to using. Examples are civilian module and let's not forget the first aid module. THERE ARE A LOT OF MISSIONS WHERE YOU NEED TO DRAG PEOPLE, THOSE ARE ALL BROKEN SINCE 1.62! That should be priority number one.

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