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goliath86

A2/A2:OA Beta Patches Pre-Final Patch

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hurry the fixes up ... time is running out ;)

Easy to say... (

How much time we have?

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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 ;)

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A few days ago Steam dled an update for OA. What did this patch change?

 

The changelog is on first page here:

https://forums.bistudio.com/topic/181435-a2a2oa-beta-patches-pre-final-patch/page-1#entry2861581

 

Part of the changes include making SOM compatible for hosted MP and Warfare missions.  SOM and Warfare should be able to play together now, in single-player and hosted multiplayer.  (Can't attest to dedicated server though).

 

A new variable is introduced to activate the SecOps menu in Warfare.  By defining "SOM_WF_Secops" in the Warfare module init field, the SecOps menu will activate, which appears under "Communications", menu 0-8, alongside the support menu if it is also activated.

 

By default the SecOps menu is not activated in Warfare.  It imitates the SOM Support menu, which was not activated by default.  It takes into account that a mission maker may want Supports without SecOps, SecOps without Supports, or may want both in their mission.  The mission maker decides, and has to activate the particular menu they want to be available:

 

to have only SOM Supports in WF mission:

------------------------------------

in WF init field:        BIS_WF_OldSupportLevel = 1;

in SOM init field:       this setVariable ["settings", [[], true, nil, nil, false]]; 

(supports become available as the player gains enough funds)

 

to have only SecOps in WF mission:

-----------------------------------

in WF init field:        SOM_WF_SecOps = 1;

in SOM init field:      this setVariable ["settings", [nil, true, nil, nil, false]];

 

to have both SecOps and SOM Support in WF mission:

------------------------------------

in WF init field:        BIS_WF_OldSupportLevel = 1; SOM_WF_SecOps = 1;

in SOM init field:       this setVariable ["settings", [nil, true, nil, nil, false]];

 

And experienced mission makers are likely aware that SecOps can be limited to only certain missions, using the pool portion of the SOM "settings" array:

------------------------------------

in SOM init field:        this setVariable ["settings", [["ambush","escort","patrol"], true, nil, nil, false]];

 

Setting up a simple SOM-WF mission:

----------------------------

1) place units.

2) place Warfare module.

3) synchronize the WF module to the units.

4) in Warfare module init field, enter the WF menu code for supports, SecOps or both.

5) place SOM's.

6) synchronize SOM's to the intended units (one SOM to one unit).

7) In each SOM module init field, enter the SOM settings code desired for that unit.

 

When setting up for multiplayer, remember to assign call signs to each SOM unit, otherwise everybody will be "Alpha" and players will get confused which SecOps are theirs.

 

this setVariable ["settings", [nil, true, ["ALPHA", ["Alpha"], "H.Q.", ["HQ"]], nil, false]];

this setVariable ["settings", [nil, true, ["BRAVO", ["Bravo"], "H.Q.", ["HQ"]], nil, false]];

this setVariable ["settings", [nil, true, ["CHARLIE", ["Charlie"], "H.Q.", ["HQ"]], nil, false]];

 

 

Dwarden, goliath86, thank you so much for including this!

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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

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Love the work you guys are doing, makes it feel like I can get every single cent out of ArmA2 before moving totally over to ArmA3. Some things I noticed however.

 

In the update on September 22nd you guys addressed Bug #14888 which was the AS50 having unusally high damage, this is good but my fear is this may break some PMC expansion missions where you have to use the AS50 to knock out several armored vehicles. Maybe the AS50 could be made to use SLAP, HEIAP or some other specialized ammunition type for these missions?

 

Not a new bug but I've noticed in many SP missions I've downloaded that all friendly losses taken and listed in the "statistics" section of the map menu (and shown after a mission) are doubled. So if Jim Bob dies it says "2 x Jim Bob".

 

A trivial thing I know but I'm good at pointing those out.

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In the update on September 22nd you guys addressed Bug #14888 which was the AS50 having unusally high damage, this is good but my fear is this may break some PMC expansion missions where you have to use the AS50 to knock out several armored vehicles.

Can you confirm this, because I could destroy at least BRDM2 and M113 in the mission before patch was released?

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The most recent update included fixes for the SOM "TRAP" Secop that are good to know:

 

- When there are survivors from the crash, they now move a safe distance away from the aircraft if the team has to destroy it.

 

- To complete the mission, players can now destroy a damaged aircraft somewhat safely.  It would often result in switching to side "Enemy" and getting killed on sight by AI.  Now the player's side and AI leadership are restored when that happens.

 

(Note: There is still a moment of being side "Enemy" before getting restored; so be out of AI's line of sight when destroying it - have the AI team lay down and watch the aircraft, get behind the team, or be behind a vehicle or tree, or whatever.  If they see you in that moment, they will still shoot.  Keep in mind where any survivors are, they will be watching the aircraft after moving a distance away.)

 

- In a SOM-Warfare mission, if a salvage truck arrives and salvages the downed aircraft before the team arrives, the SecOp cancels and the team is told to carry on it's prior task.  (players had to abort whenever it happened.)

 

- There is a failure scenario now; the mission could fail if the enemy kills all survivors and siezes an aircraft which is only damaged, not destroyed.  The team needs to get to the crash site as soon as possible to prevent potential mission failure.

 

- When an existing location and aircraft are passed in as params, the mission maker has the option to assign existing teams as the "survivor" and/or "enemy patrol" groups used by the SecOp.  They had to be entirely scripted before.  Any existing group can be assigned, and they will use the SecOp waypoints.  "SOM_TRAP_survivorGroup" is the survivor group, "SOM_TRAP_patrolGroup" is the enemy patrol group, and prior to calling the SecOp, store the groups as variables in the aircraft object.  It's an option; by default a TRAP SecOp using params has no assigned survivor or enemy patrol group.

 

Example:
-----------------
example variables to consider and define:
_aircraft      //OBJECT: The aircraft that was shot down

_survivorGrp   //GROUP: The survivor group; usually the pilot's group, maybe joined with passengers' group(s)

_patrolGrp     //GROUP: The responding enemy patrol group

_mainScope     //OBJECT: The player SOM, which will run the SecOp

_position      //ARRAY (POSITION): The SecOp location.  Not always where the aircraft crashes, but can be....

(note: "killed" or "hit" event handlers can be added to live aircraft to call up a TRAP mission when shot down)

//In the aircraft object, store the groups to be used by the TRAP SecOp.
_aircraft setVariable ["SOM_TRAP_survivorGroup", _survivorGrp, true];
_aircraft setVariable ["SOM_TRAP_patrolGroup", _patrolGrp, true];

// Call the TRAP Secop for the downed aircraft.
["trap", true, _mainScope, [_position, _aircraft]] call BIS_SOM_requestSecOpFunc;

There is still no medevac scenario, when wanted it has to be scripted in by the mission maker.  The mission ends with calling out there were either no survivors, or a medevac is needed for survivors.  The team moves on, leaving any survivors with their destroyed aircraft.

 

Once again, thank you so much for including this, and for all your great work!

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Can you confirm this, because I could destroy at least BRDM2 and M113 in the mission before patch was released?

Got a chance to quickly test this today. As of version 1.63.131129 I was still able to knock out all of the vehicles I encountered by shooting the engine block with the AS50 as intended, including the T-72. I didn't go through the whole mission but I'm guessing you have enough ammo when you factor what is in the backpacks.

 

Also the double casualty listing bug is related to the standard BIS first aid module.

 

Any luck in taking a developer hostage to fix that annoying bug of shell casings not rendering properly? Or the way the eyes of every AI character roll to the back of their heads when they're in a vehicle or doing any task other than moving and shooting at stuff on foot?

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I dont know if it is intentional, but when i use beta the CZ805A1 with reddot sight gets magnification ability like if it was actual optic.ZD-DOt optic is not magnifiing in real life, unless you use DV-Mag 3 with it. and since there is no DV-MAG 3 modeled on the gun, i would say that the magnifiing option should be removed from CZ805A1 in arma.

 

If its added to other versions with the same sight, it should be removed too.

 

ZD-DOT https://www.czub.cz/cz/catalog/372-ozbrojene-slozky/MZ3E/kolimator-zd-dot.aspx

 

DV-mag 3 https://www.czub.cz/cz/catalog/372-ozbrojene-slozky/MZ3E/DV-Mag-3.aspx

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^ ^ I think that the magnification for the red-dot optic on the CZ805A1 has been in there since ACR was released, and has nothing to do with the beta.  If so, then it's just another thing about ACR that needs tweaking, as it has for years.

 

But the magnification turns the CZ805 into kind of a super rifle.  It has been one of my favorite rifles in A2CO for a long time.

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Mirek, OMAC, patch was done for a long time ago, but it wasn't released because some users don't have ACR DLC. It will be released as separate CorePatch for ACR DLC.

it's just another thing about ACR that needs tweaking, as it has for years.

It's just config tweaking.

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^ ^ Wow, I had no idea that a separate ACR patch has been in the works.  Sounds awesome, and is much needed.

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I dont know if it is intentional, but when i use beta the CZ805A1 with reddot sight gets magnification ability like if it was actual optic.ZD-DOt optic is not magnifiing in real life, unless you use DV-Mag 3 with it. and since there is no DV-MAG 3 modeled on the gun, i would say that the magnifiing option should be removed from CZ805A1 in arma.

 

If its added to other versions with the same sight, it should be removed too.

 

ZD-DOT https://www.czub.cz/cz/catalog/372-ozbrojene-slozky/MZ3E/kolimator-zd-dot.aspx

 

DV-mag 3 https://www.czub.cz/cz/catalog/372-ozbrojene-slozky/MZ3E/DV-Mag-3.aspx

 

An interesting note:  check out the CZ805A1 in A3 CUP Weapons v1.3.  It's just what you're looking for in that there is no magnification with the red dot sight. B)

 

-------------------------------------------------------

 

On another note, today I get this info about BattlEye file block when I try to save a screenshot using MSI Afterburner (which I updated with RivaTuner statistics server 6.4.0 yesterday):

 

 

Note: File blocks can be ignored if they don't cause problems with the game.

[iNFO] Blocked loading of file: "C:\Program Files (x86)\RivaTuner Statistics Server\SaveMedia.dll".

 

 

I have used Afterburner for years and never had a problem saving screenies in this way.  Is this a BattlEye bug that will be fixed, or is it something I now have to live with (i.e. starting A2CO without BE every time)?  I'm playing in SP only.

 

Edit:  I reverted to the RivaTuner 6.3.0 which comes with Afterburner 4.1.1 and BattlEye no longer blocks any pertinent dlls, so I can save screenies again.  Hopefully BE will remove this block of the dll that comes with 6.4.0.

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^ ^ I think that the magnification for the red-dot optic on the CZ805A1 has been in there since ACR was released, and has nothing to do with the beta.  If so, then it's just another thing about ACR that needs tweaking, as it has for years.

 

But the magnification turns the CZ805 into kind of a super rifle.  It has been one of my favorite rifles in A2CO for a long time.

No there isnt any magnification without corepatch. I play ACR for a year all my missions i make for my clan are ACR and before i first tried the beta, there was no magnification.

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No there isnt any magnification without corepatch. I play ACR for a year all my missions i make for my clan are ACR and before i first tried the beta, there was no magnification.

I do not find this to be true. I just reverted A2 and OA to stable branch (no betas or corepatch), and the magnification for the red dot sight of CZ805 is still there.  And Schatten wrote above that ACR-related corepatch fixes are in a separate patch that has not yet been released.

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HMM mi bad, i got used to ACE so much that i started considering it native part of vanila arma. Now i turned it off and there is indeed magnification without ACE

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One odd thing: I have a mission in Takistan in which I placed the Ambient Civilians (expansion) and Ambient Civilian Vehicles modules.  There is code in the init.sqf that will wait for BI functions to initialize - waitUntil{!(isNil "BIS_fnc_init")};.  When the mission starts, the civvy vehicles start about 500-700 m in the air, and then fall to the ground and explode!  :wacko:  The mission was made a few years back, and I have never seen this happen before.  Does it have something to do with corepatch?

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So any news on the final patch? In a few weeks, months, whatever?

 

Still wish somebody could figure out the spent brass rendering bug. That minor detail drives me crazy.

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After of destruction any Mi-24, it remains texture of Takistan Army Mi-24. Can you fix it?

Same problem with Su-25 (CDF texture).

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Any intention of fixing actions or scripting commands if you have good contacts with BI? Having the new line intersect fixes from A3 in A2 would prove immensely useful! That and the distance/ position conversion commands.

 

Thanks so much for your continued work!

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today was small update to OA corepatch to resolve minor issues and add lil tweaks ...

more likely this is final before releasing it to stable branch very soon (days)

@pizzadox it's highly unlikely that any code related updates come to Arma 2: OA afterward ...

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^ ^ Excellent!  :)

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Some model related bugs:
- BMP2 HQ: http://i.imgur.com/m221Hd1.jpg;
- BMP3: http://i.imgur.com/JxulNMj.jpg, http://i.imgur.com/nYsPqIJ.jpg;
- BTR90 HQ: http://i.imgur.com/SNjqVtn.jpg, http://i.imgur.com/bJ9vrPV.jpg, http://i.imgur.com/lSsubCh.jpg, http://i.imgur.com/VKyY1P2.png, http://i.imgur.com/fvi6McO.png, http://i.imgur.com/giG09AH.png;
- Tunguska: http://i.imgur.com/5aAFAZe.jpg.
 
Unfortunately CIT #14888 bug fix should be excluded from CorePatch, reason: inability to complete mission from PMC campaign. Possible solution: create separate mag 5Rnd_127x99_as50_SP and add them to Frost. But I don't know how to launch mission files from patch.

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