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I&A 4 Beta Test Feedback


Ryko

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Some errors from my RPT (first round of testing, before the restart) (alright, maybe just one):

Spoiler

21:02:51 Error in expression < (_x select 7) > 0 ) then { _roles = {!(_x isEqualTo "")} count (_x select 7); }>
21:02:51   Error position: <_x isEqualTo "")} count (_x select 7); }>
21:02:51   Error Undefined variable in expression: _x
21:02:51 File mpmissions\__CUR_MP.Altis\DG\squad_dialog.sqf..., line 260
  

 

 

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  • 3 weeks later...

BETA 073 - 


FIXES
1. OPFOR mortars cannot be disassembled.
2. Alternative take on disabling vanilla command channel.
3. Changed VIPER aircraft crew restriction to a no-fuel model.
4. Attempt to fix civilians being deleted from primary AO when secondary AO completed.
5. Admin reports for TKs were reporting weapons for vehicle kills and vehicles for weapon kills.
6. Fix to reward points going to null value, resulting in reward menu not being able to be opened (related to primary/secondary mission rewards).
7. Air, command channel should reset on player respawn.
8. Players were not receiving reward points on enemy kills.
9. Headless client was being considered in player counts and other various calls, is now excluded.

 

TWEAKS
1. Removed binoculars, rangefinders and Laser designators from enemy command roles so they won't select those weapons.
2. Squad dialog won't open until player is alive.
3. Aiming deficiency is now the only drawback for using non-faction or non-class weaponry. Still toying with this on a gameplay level.

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Some errors from the RPT after today's test

 

Spoiler

 Global namespace not passed during: _this remoteExec["BIS_FNC_SPAWN",0]
18:15:20 Global namespace not passed during:    _key = ">96g&F&wYS.3gD>R{Y;Q";   [_key,_this] call {    called = called + 1;    _1=_this select 0;    _2=toArray(_this select 1);        _3=0;    _4=toArray(_1);        for'_i'from 0 to(count(_2)-1)do    {     if(_3>(count(_4)-1))then     {      _3=0     };          _5=(_4 select _3);     _2 set[_i,(_2 select _i)-_5];     _3=_3+1    };        RealScripts append [(toString (_2)), called, str (_this select 1), "\n"];    compile(toString(_2));   }  
18:15:20 Error in expression <Y;Q";   [_key,_this] call {    called = called + 1;    _1=_this select 0;    _2=>
18:15:20   Error position: <called + 1;    _1=_this select 0;    _2=>
18:15:20   Error Local variable in global space

Spoiler

Error in expression < (_x select 7) > 0 ) then { _roles = {!(_x isEqualTo "")} count (_x select 7); }>
18:16:21   Error position: <_x isEqualTo "")} count (_x select 7); }>
18:16:21   Error Undefined variable in expression: _x
18:16:21 File mpmissions\__CUR_MP.Altis\DG\squad_dialog.sqf..., line 260

 

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  • 3 weeks later...

074 Beta test change log
---
FIXES
1. Added BIS_fnc_spawn to CfgRemoteExec restrictions. Thanks, script kiddie, for alerting us to that!
2. Made repair/rearm/refuel pods invisible, you should now be able to rearm just by rolling onto the service pad.
3. Add emergency fuel action repaired
4. Additional fallback trigger for cases where player doesn't spawn off of Makrynisi island on first connect.
5. Revisions to player speed detection.
6. Goblin UAV RTB on fuel now changed to a straight despawn instead of landing and despawn, Goblin had found a way to land on the runway and hog it.
7. Viper fuel issues reviewed (no fuel if less than full crew occupy the vehicle).
8. VIPER/ REAPER/ TALON teleport to pads addActions

TWEAKS
1. Players won't get revive reward points while in base.
2. Reward menu vehicle names trimmed to 21 characters to fit into list menu.
3. Capture UAV side mission now provides an alert
4. Added OnEachFrame command to cfgDisabledCommands as IA4 doesn't use it.
5. Added Stealth Balaclavas to reward menu.
6. Revisions to teamkill logging.

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Some errors from my RPT:

Spoiler

22:43:24 Error in expression <unt _nearestPlayers > 0 && !selfHeal && _nearestPlayer distance2d (getMarkerPos >
22:43:24   Error position: <_nearestPlayer distance2d (getMarkerPos >
22:43:24   Error Undefined variable in expression: _nearestplayer
22:43:24 File mpmissions\__CUR_MP.Altis\initPlayerLocal.sqf..., line 430

22:14:09 Error in expression < (_x select 7) > 0 ) then { _roles = {!(_x isEqualTo "")} count (_x select 7); }>
22:14:09   Error position: <_x isEqualTo "")} count (_x select 7); }>
22:14:09   Error Undefined variable in expression: _x
22:14:09 File mpmissions\__CUR_MP.Altis\DG\squad_dialog.sqf..., line 260
(^ 5 times in 2 minutes)

 

 

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RPT Stuff:

Spoiler

22:55:46 core\skyobject\skyobject.p3d: No geometry and no visual shape
22:55:48 Global namespace not passed during: _this remoteExec["BIS_FNC_SPAWN",0]
22:55:48 Global namespace not passed during:    _key = ">96g&F&wYS.3gD>R{Y;Q";   [_key,_this] call {    called = called + 1;    _1=_this select 0;    _2=toArray(_this select 1);        _3=0;    _4=toArray(_1);        for'_i'from 0 to(count(_2)-1)do    {     if(_3>(count(_4)-1))then     {      _3=0     };          _5=(_4 select _3);     _2 set[_i,(_2 select _i)-_5];     _3=_3+1    };        RealScripts append [(toString (_2)), called, str (_this select 1), "\n"];    compile(toString(_2));   }  
22:55:48 Global namespace not passed during:    _key = ">96g&F&wYS.3gD>R{Y;Q";   [_key,_this] call {    called = called + 1;    _1=_this select 0;    _2=toArray(_this select 1);        _3=0;    _4=toArray(_1);        for'_i'from 0 to(count(_2)-1)do    {     if(_3>(count(_4)-1))then     {      _3=0     };          _5=(_4 select _3);     _2 set[_i,(_2 select _i)-_5];     _3=_3+1    };        RealScripts append [(toString (_2)), called, str (_this select 1), "\n"];    compile(toString(_2));   }  
22:55:48 Error in expression <Y;Q";   [_key,_this] call {    called = called + 1;    _1=_this select 0;    _2=>
22:55:48   Error position: <called + 1;    _1=_this select 0;    _2=>
22:55:48   Error Local variable in global space
22:55:48 Error in expression <Y;Q";   [_key,_this] call {    called = called + 1;    _1=_this select 0;    _2=>
22:55:48   Error position: <called + 1;    _1=_this select 0;    _2=>
22:55:48   Error Local variable in global space
22:55:48 unable to load config variable to:

Spoiler

22:56:38 Creating action map cache
22:56:44 Error in expression < (_x select 7) > 0 ) then { _roles = {!(_x isEqualTo "")} count (_x select 7); }>
22:56:44   Error position: <_x isEqualTo "")} count (_x select 7); }>
22:56:44   Error Undefined variable in expression: _x
22:56:44 File mpmissions\__CUR_MP.Altis\DG\squad_dialog.sqf..., line 260
22:56:44 Error in expression < (_x select 7) > 0 ) then { _roles = {!(_x isEqualTo "")} count (_x select 7); }>
22:56:44   Error position: <_x isEqualTo "")} count (_x select 7); }>
22:56:44   Error Undefined variable in expression: _x
22:56:44 File mpmissions\__CUR_MP.Altis\DG\squad_dialog.sqf..., line 260

Spoiler

22:57:27 Error in expression <_role = (virtualGroupSelected select 4) select (lbCurSel 5210);
_player = (virtu>
22:57:27   Error position: <select (lbCurSel 5210);
_player = (virtu>
22:57:27   Error Zero divisor
22:57:27 File mpmissions\__CUR_MP.Altis\DG\squad_dialog.sqf..., line 297
22:57:27 Error in expression <3) ) then
{    ctrlShow [5257, true];
if ( _player != "" ) then
{    ctrlEnable [5257,>
22:57:27   Error position: <_player != "" ) then
{    ctrlEnable [5257,>
22:57:27   Error Undefined variable in expression: _player
22:57:27 File mpmissions\__CUR_MP.Altis\DG\squad_dialog.sqf..., line 313

Spoiler

2:57:41 Error in expression < select 7) select _forEachIndex);

if ( _player isEqualTo "" ) then
{    _name = "(>
22:57:41   Error position: <_player isEqualTo "" ) then
{    _name = "(>
22:57:41   Error Undefined variable in expression: _player
22:57:41 File mpmissions\__CUR_MP.Altis\DG\squad_dialog.sqf..., line 277
22:57:41 Error in expression <ayer = ((virtualGroupSelected select 7) select _forEachIndex);

if ( _player isE>
22:57:41   Error position: <select _forEachIndex);

if ( _player isE>
22:57:41   Error Zero divisor
22:57:41 File mpmissions\__CUR_MP.Altis\DG\squad_dialog.sqf..., line 275
22:57:41 Error in expression <elect 7) select (lbCurSel 5210);


if ( _player != "" ) then
{    if ( getPlayerUID>
22:57:41   Error position: <_player != "" ) then
{    if ( getPlayerUID>
22:57:41   Error Undefined variable in expression: _player
22:57:41 File mpmissions\__CUR_MP.Altis\DG\squad_dialog.sqf..., line 301
22:57:41 Error in expression <3) ) then
{    ctrlShow [5257, true];
if ( _player != "" ) then
{    ctrlEnable [5257,>
22:57:41   Error position: <_player != "" ) then
{    ctrlEnable [5257,>

Spoiler

Error in expression <unt _nearestPlayers > 0 && !selfHeal && _nearestPlayer distance2d (getMarkerPos >
23:57:00   Error position: <_nearestPlayer distance2d (getMarkerPos >
23:57:00   Error Undefined variable in expression: _nearestplayer
23:57:00 File mpmissions\__CUR_MP.Altis\initPlayerLocal.sqf..., line 430

 

Had a lot of fun tonight looking forward to playing 4 some more over the weekend

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Didn't get any points from reviving earlier even though I was the only player near the person that was being revived, possibly related error:

Spoiler

16:05:00 Error in expression <unt _nearestPlayers > 0 && !selfHeal && _nearestPlayer distance2d (getMarkerPos >
16:05:00   Error position: <_nearestPlayer distance2d (getMarkerPos >
16:05:00   Error Undefined variable in expression: _nearestplayer
16:05:00 File mpmissions\__CUR_MP.Altis\initPlayerLocal.sqf..., line 430

 

Additionally when I joined viper (as the pilot, the gunner was already sitting in the blackfoot) and got in the heli we didn't get our fuel.  We did get it after I jumped out and jumped back in.

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  • 3 weeks later...

Gearing up for Beta Test 075.  Change log:

 

NEW
1. New UAV interface, completely written from the ground up on new principles.
2. Added ability to lock groups, invite players to custom groups, and kick players from groups. Initial pass, expect bugs.
3. Added occasional enemy counterattacks on conquered zone.
4. Added feature for kill tracking, forward compatibility
5. Added protection zones to vehicle spawn locations.
6. Added mission parameter to determine which factions are available for reward vehicles, weapons and gear. New default set to all factions available, but reward weapons are now not all unlocked by default.
7. Added unlockable FOB mission parameter.
8. Quality of Life functions added for pilots (throttle and VTOL operation). Functions are bound to Arma custom controls 1-5 and 10-13. Select "Custom Air Keybinds" button in IA4 keybinds for more information.

 

FIXES
1. Error re player disconnection and group cleanup.
2. Changed Killed EH to MPKilled EH on enemy units to improve reward point tracking.
3. Error related to regaining consciousness and reward points.
4. Error related to vehicle locking.
5. Current AO added to mission persistence
6. Complete overhaul of Dynamic Groups. Custom squads work now? Maybe?
7. Vehicle, weapon and gear pictures in Rewards menu now have textures instead of just silhouettes.
8. Ambient AI player detection.
9. Replaced ARCO with RCO for base NATO machinegunner loadout, added EOD vests to EOD explosive specialist loadout.
10. Paradrop will no longer drop you with vehicle unless you buy vehicle paradrop.
11. Vehicle pylon rearming no longer results in empty (red) pylon weapons.
12. Three strikes rule for Vortex pilot works

 

TWEAKS
1. Slight increase on font size in IA4 menu.
2. Tweaks to arsenal equipment on lowest difficulty setting (some classes were getting access to gear they weren't entitled to)
3. Removed dynamic group availability as a parameter option.
4. Tweaks to mission persistence (currentAO, mission parameter array).
5. Removed map markers showing engagement zones as just confusing (still available in map diary if desired).
6. UAV will now never run out of fuel.
7. Enemy air support shouldn't target Vortex with anti-air jets.
8. Medical tents conform to faction.
9. Increased frequency of SAM and Artillery secondary missions. Should also ensure a variety of missions, should have at least three unique missions in a row.
10. Player cannot open IA4 menu if dead or incapacitated.
11. Vortex, Viper, Reaper and Talon team members now no longer get an action to redeploy to their various vehicle spawn locations. All redeployment (base teleport) is now done through the Altis map next to the seated quartermaster). It's on the map now, labelled as Redeployment
12. Added black MRD variant from Contact DLC to reward definitions.

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IA4 076 change log - beta test forthcoming

 

076
---
NEW
1. Custom control user action 20 bound to sling / unsling weapon. You will have to set the particular keybind up yourself.
2. Ability to remove roles of custom group, and to change group name (between 4-9 characters, bad word filtering included).
3. Added custom keybinds for Zeus users in Zeus interface.
4. Added N/S/E/W icons to UAV interface.
5. Added End Counter attack, modify counter attack chance buttons to admin interface.
6. Added custom AI defend task (used primarily in counter attack sub-mission).
7. Respirator goggle items and backpacks added to arsenal. Inventory/arsenal subroutines add regulator valve textures automatically.
8. New secondary mission: Disarm Radiological device. Players must wear CBRN gear (uniform, respirator mask and respirator backpack) or succumb to the damaging effects of radiation.

 

FIXES
1. Added rolledup uniform variants.
2. Player donation fixed to avoid certain issues.
3. Deletion of helicopters at Terminal helipads.
4. Tweaks to dynamic groups.
5. Vehicle locking.
6. Admin scripts
7. Spotting
8. Zeus shouldn't ping other zeuses when entering Zeus.
9. Zeus: when controlling remote control units, should show map position as zeus unit, not player
10. Enemy counter attack objective changed to ground assault (helicopter paradrop was too CPU intensive)

 

TWEAKS
1. OPFOR squad leaders binoculars removed so they will actually shoot weapons.
2. Zeus players may now donate negative rewards (penalties).
3. Staff players may now map teleport (ALT+Left click) in any role.
4. Ambient spawned units receive a new waypoint if they run out of waypoints.
5. OPFOR Close Air Support should be more regularly spawned.

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BETA 077
---
NEW
1. Placed mines and charges will put an icon on the map, and charges will emit a regular beeping noise, until item is removed or destroyed.
2. Added magazine repacking. Conditions to use it:
- you must be crouching (in the middle stance position).
- you must have at least two partially-filled magazines
- you must be stationary (you can be a passenger in a moving vehicle)
Smaller magazines will repack faster than larger magazines, and aborting the action prematurely will result in some magazines being repacked.
3. Added Zeus keybind to add entities to zeus interface (CTRL-S).
4. Added loop in Dynamic Groups to check every minute for groups which are overpopulated, or improperly created, and remove excess players.
5. Second attempt at player dragging.
6. First pass at gestures menu. By default, no keybind (add your own preference in IA4 keybinds).

FIXES
1. Removed red smoke supplies from default vehicle loadouts.
2. Admin log errors.
3. Counterattack can't happen against player FOB (all sorts of good reasons).
4. Zeus lightning keybind for Zeus interface.
5. Name tag position for group members fixed (was at feet, should be at spine position).
6. Repair pads
7. Pilot 2-strike rule

TWEAKS
1. Spotted targets won't show for incapacitated players, and incapacitated players cannot spot targets.
2. Viper assets won't lose fuel if one pilot disconnects during flight, rather, weapons will be removed. Weapons are removed when vehicle touches down.
3. Local hack check for speed will now ignore respawns.

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Beta 078 change log, test forthcoming
 

078
---
FIXES
1. Spec ops squad, team leader changed into squad leader (gives access to command channel)
2. Reward vehicle locking fixed (was: purchased vehicle was locked against all, not just non-reward buyer)
3. Mortars, Artillery from side mission was targeting players at unlocked FOB
4. Restored HintC, Kick buttons to player menu for admins
5. Error in OPFOR CAS module
6. Dynamic groups errors (especially: empty notifications)
7. FOBs objectives treated as bases during AO
8. Mines/charges functionality from 077
9. Emergency fuel action
10. Added ascii filter for custom group names
11. Added U_B_CombatUniform_tshirt_mcam_wdL_f uniform to arsenal. It was there, but was being removed from gear, because Bohemia made a typo (note the last L)
12. Increased picture visibility in reward menu
13. Removed duplicates from reward menu.
14. Admin menu: respawn all vehicles button.
15. Parachute won't be applied to dead player.
16. Fixed exploit that allowed more than 8 members to a custom squad.
17. Bug in Ambient Opfor generation that was not spawning assets against Armor and Air players; other refinements to ambient spawning.
18. Error in weather maintenance fixed, added additional parameter options for fog (lowland and highland fog), made a no-rain and no-fog guarantee
19. Under the hood cleanup of mission parameter options, reordered and now easier to access

TWEAKS
1. Removed exceptional speed detection as too many false positives, and not super useful (speed hacks will also be detected in other ways)
2. Armor commanders and team leaders removed from Air comms channel.
For greater clarity, here is the default comm channel access:
AIR channel: Platoon Commander, Squad Leader, Spotter, Air roles.
COMMAND channel: Platoon Commander, Squad Leader, Spotter, Armor commander.
3. Added timeout for pilot strikes, fifteen minutes after a strike is earned it will be removed.
4. Ammo box reward sets itself upright when it hits the ground
5. Vehicles with pylon loadouts (Planes and armed helicopters) may now purchase loadouts from their spawn location. As well a single crew member may be present in the vehicle to purchase
6. visiblePosition instead of getPosATL in name tags, should make tag placement smoother
7. Move Waypoints set by group leaders are now self-deleting when you reach them.
8. Setting a waypoint in the world will replace a current waypoint with this new one. In the map view, the group leader can place multiple waypoints.
9. Waypoints may be deleted with the DELETE key, either in-world or through the map.
10. Waypoints may be updated by left-clicking on them in the map view, where they can be changed from Move waypoints to Attack or Defend waypoints, and they will not be removed when reached.
11. User placed markers will now gradually disappear, unless they are prefaced with LZ to indicate a landing zone. Total duration is 5 minutes.
12. Added more soldier type icons: autorifleman / machinegunner, LAT/HAT/AA, Officer, Engineer, Explosive specialist, Civilian.
13. Restricted the purchasing of Close Air Support and Combat Air Patrol airframe rewards. If the required Squad is occupied with no available roles, you cannot purchase the reward vehicle. If it is unoccupied, you may purchase it.
14. A single Pilot strike will time out after 15 minutes.
15. Enemy won't call in CAS against targets they don't know about.
16. Tweaks to how mission persistence works. 

NEW
1. Staff users may select secondary mission to add to launch queue. Tweaked aborting side missions, and toggling side mission spawning.
2. Added Vulture parameter, which spawns a roving airframe at 4000m (NATO: Blackfish, CSAT: Xi'an, AAF: not available). Players may teleport to this plane and drop from it for free, provided they are patient for it to get into position.
3. Added CAS airplane loadout: Unguided bombs (up to 32 SDB bombs)
4. Deleted the USS Freedom when CSAT faction selected, as Shikra cannot realistically land on it.

5. New splash screen logo

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Beta 079 change log, test forthcoming.

 

079
---
FIXES
1. Pilots were not getting reward points for transporting players, fixed.
2. Secondary reward vehicles earned from side missions were not populating.
3. Vehicle flag reward
4. Redeploy to Vulture
5. Reward vehicles should now show up on map.
6. Dynamic groups (again)
7. OPFOR CAS error (_target)
8. Base repair stations
9. Weather and synchronization with players
10. Vulture wasn't calling out air contacts in Air channel.
11. Purchased reward weapons and gear weren't persistent between connection state.
12. Removed fail condition on Capture UAV mission.
13. Annoying script bug on CHVD when changing view sliders.
14. USS Freedom autonomous turrets set captive so OPFOR jet's won't attempt to engage them.
15. Kicking players from player / admin menu, teamkills, and idle status

 

TWEAKS
1. Artillery mission will no longer spam firing notifications, just once at the beginning of the mission. Watch out for red smoke!
2. Waypoint detection for modification in map changed from 15m to 5m from cursor position.
3. Players in Zulu squad who arrive near any base zone will automatically be placed in the unassigned group and repositioned back to main base for role selection.
4. Changed reward viewer text to structured text to accommodate Bohemia's use of br tags.
5. Idle player will alert group members of imminent (1 minute) kick for being idle.
6. Ambient Opfor extended distance to players before being deleted.
7. Entering / leaving air and command comms channel now broadcast to channel users.
8. Rifleman AT/AA now have access to full-size rifles.
9. Reworked Skopos Radar station.
10. Backpack lock status now rests with the player, so if you swap backpacks at the arsenal, you won't have to reset your backpack lock status.
11. Airport AO will reveal FOB base contents so enemy units actually have some cover
12. Rescue Hostages mission, any spontaneously created building will be removed at end of mission
13. Waypoint placement restricted to map view as it makes more sense there, and GUI waypoint placement not working as intended.

 

NEW
1. Admin / Players menu: selecting player from list as zeus will move the zeus camera to that player.
2. Vulture airframes will not try to fly faster than 300 km/h
3. UAV added Laser Designator (keybind: L)
4. Mission will remove abandoned non-player vehicles from completed AO's
5. Full face goggles and diving masks will add the goggle vignette to player's GUI. Respirator sounds will cycle when wearing respirator goggle types.

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Some errors from my RPT:

Spoiler

 


21:33:20 Error in expression <ect 0) isKindOf "Man" ) then
{	_mapCtrl drawIcon [
_x call iconManMap,
_color,
(>
21:33:20   Error position: <drawIcon [
_x call iconManMap,
_color,
(>
21:33:20   Error 0 elements provided, 4 expected
-------------------------------------------------------------------------
19:18:37 Error in expression <0;
_groups = allGroups select {side _x==opforSide && {(getPos leader _x) distanc>
19:18:37   Error position: <opforSide && {(getPos leader _x) distanc>
19:18:37   Error Undefined variable in expression: opforside
19:18:37 File mpmissions\__CUR_MP.Altis\mission\admin.sqf..., line 113
------------------------------------------------------------------------
19:18:04 Error in expression <xt]];
};

_allOpforGroups = {side _x == opforSide} count allGroups;
_opforGroups>
19:18:04   Error position: <opforSide} count allGroups;
_opforGroups>
19:18:04   Error Undefined variable in expression: opforside
19:18:04 File mpmissions\__CUR_MP.Altis\mission\admin.sqf..., line 121
-----------------------------------------------------------------------
  19:13:47 Error in expression <rSpot_AI = [0.38,0.52,0.6,0.8];
switch (opforSide) do
{	case east :
{	IA_tracker>
19:13:47   Error position: <opforSide) do
{	case east :
{	IA_tracker>
19:13:47   Error Undefined variable in expression: opforside
19:13:47 File mpmissions\__CUR_MP.Altis\scripts\waypoint\IA_icons_setup.sqf..., line 18
---------------------------------------------------------------------------
  19:13:48 Error in expression <ach _config;
};
case 2;
case 3 :
{	if ( opforSide == east ) then { playerUniform>
19:13:48   Error position: <opforSide == east ) then { playerUniform>
19:13:48   Error Undefined variable in expression: opforside
19:13:48 File mpmissions\__CUR_MP.Altis\scripts\misc\va_west.sqf..., line 47

 

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Few bugs I found:

 

- Carrier service pad not working/huron crates do nothing when action is selected.

- Zeus CTRL+T teleport results in the player having the hint left on there screen even past re-spawn causing a relog to fix it.

- rewards from side missions are not added to the reward menu.

- cant remember the exact name of the side mission but the NUKE one does not detonate upon failure conditions

- the fix added to the side mission rewards has them costing one point once added.

- points do not carry over after restart

- Zeus is able to donate to players but players can not donate to other players

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  • 7 months later...

A number of errors from my RPT from yesterdays:

Spoiler

21:05:25 Error in expression <p;
};

{	_squads pushBack [
count units _x,
count (_x getVariable ['groupRoles',>
21:05:25   Error position: <_x,
count (_x getVariable ['groupRoles',>
21:05:25   Error Undefined variable in expression: _x
21:05:25 File mpmissions\__CUR_MP.Altis\DG\DG.sqf..., line 425
^this one showed up every time I had the groups menu open
--------------------------------------------------------
19:24:35 Error in expression <[0,0,0,1];
};
};
_color set [3, _opa];

drawIcon3D [
(if (side _spot in [playerF>
19:24:35   Error position: <drawIcon3D [
(if (side _spot in [playerF>
19:24:35   Error Type Any, expected Number
^this one was spammed into my RPT about a 1000 times in my RPT

 

 

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soo wa few bugs

 

1. when i got into Viper slot with co-pilot the blackfoot spawned with no fuel

2. when i was out and my co_pilot ( gunner) got in it jumped into the sky without any reason and exploded

3. in the blackfoot the little wings ( that carry the arrmerment)  cannot retract for some strange reason ( reason might be that the pilot has DAR rockets and the Co-pilot ( gunner ) cannot control them but only the pilot himself

4. unable to change  weaponry on the blackfoot ( if you do issue 2 will happen and blackfoot will explode out of the blue

 

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2 hours ago, CrystalAcid said:

soo wa few bugs

 

1. when i got into Viper slot with co-pilot the blackfoot spawned with no fuel

2. when i was out and my co_pilot ( gunner) got in it jumped into the sky without any reason and exploded

3. in the blackfoot the little wings ( that carry the arrmerment)  cannot retract for some strange reason ( reason might be that the pilot has DAR rockets and the Co-pilot ( gunner ) cannot control them but only the pilot himself

4. unable to change  weaponry on the blackfoot ( if you do issue 2 will happen and blackfoot will explode out of the blue

 

Thanks man. That particular vehicle has been extremely buggy. The launching into the sky thing is an arma physics bug that I'm not sure I'm going to be able to address.  The fuel thing is likely due to an attempt to keep the thing from being solo'd by a single Viper unit, again, something that's been very hard to deal with.  The wings thing is because the model was designed to work with only certain armaments, and choosing a custom loadout means the wings won't retract properly.  Not the end of the world, I'm sure.

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3 hours ago, Ryko said:

Thanks man. That particular vehicle has been extremely buggy. The launching into the sky thing is an arma physics bug that I'm not sure I'm going to be able to address.  The fuel thing is likely due to an attempt to keep the thing from being solo'd by a single Viper unit, again, something that's been very hard to deal with.  The wings thing is because the model was designed to work with only certain armaments, and choosing a custom loadout means the wings won't retract properly.  Not the end of the world, I'm sure.

Toally agree man not the end of the world at all was just wondering if these where bugs or not thank you for your reply tho I&A4 is great keep up the amazing work!!

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