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a3-antistasi's Issues

Improve ammo truck mission

Make the complete requirement based on distance from spawn point/ HQ rather than wether the vehicle is crewed by a player.
Also make the ammo truck variable into an array to allow for multiple options of ammo truck.

This would allow for more variety in the ammo mission as you could be taking a box of ammo (IE rare rockets/weapons) rather than just the ammo truck for vehicle resupply.

(It would also allow for better integration with 3CB, but that is less important)

Commander getting stuck on "None"

This one happens occasionally when automatic commander switch is turned off in the mission parameters. Can be fixed in 1.4 by executing

theBoss = player;
publicVariable "theBoss";

locally in the debug console, making the player the commander.

AI Repair radio tower mission

This is an odd one since it is from the code, but there is a mission for the ai repairing radio towers that is similar to the ammo truck mission.

I can't see it being called in the mission request scripting. this may be the cause of someone asking if radio towers don't get repaired anymore.

I certainly haven't seen this mission trigger at all.

Group menu bug

The group menu sometimes stops working when the server has been running for a long time. People can not change groups/create new groups etc. Renaming groups still seems to work.

The group menu is using this: https://community.bistudio.com/wiki/Arma_3_Dynamic_Groups
It is initialized in initServer.sqf line 49, and initPlayerLocal lines 414-415.

This is most likely related to arma reaching the group limit and then being unable to create new groups (for players leaving their group etc.).

PVP overhaul

  • 6 pvp slots per side (instead of 8)

  • unlock all vehicles for PVP players when they are civilian (handcuffed), allows captured PVP players to be transported by rebels

  • new loadouts (when digital is done with bluefor and greenfor)

  • allow PVP players to spawn HMG vehicle

  • unlock HMG humvee and HMG uaz for PVP players depending on side

  • unlock static weapons for PVP players

potential variable name change from translations update

This is a change request that only affects the codebase.

Can we please change the references to "controls" to "Roadblocks". I know the Spanish variable "controles" was super misleading, but defining them as "controls" or "control points" really isn't accurate.

Fix the translation-script for old mission-saves

01:01] xomm: so it was mentioned that we should be able to load steam version save into the recent 1.4 update from github, however i'm getting

"Antistasi: Persitent Load selected"
"Antistasi: Error during Persistent Load. The variable membersX does not exist"
"Antistasi: Persitent Load selected but there is no older session"
"Antistasi: New Game selected"

[01:01] xomm: any ideas?
[01:01] xomm: is there something i can edit into the save file to make it compatible?
[01:05] Bob Murphy: No, I'm afraid you can't do anything about that. That would need to be fixed.
Background:
We have translated cariables in 1.4 from spanish to english and also introduced a "variable-translation-script" which should make the missions compatible. As you are hosting yourself and I assume don't have a funtioning members-script, the translation of the safe can't be completed.
We would need to apply a fix for that into the next release so that a safegame gets translated and gets usable even if the cariable "membersX" is non-existant.

Tasks for JIPs

Version: current unstable

Mods: Enhanced Soundscape, Enhanced Movement, CBA

Environment: MP all

.rpt attatched? no

have you edited the missionfile?: yes

Issue:

I don't think I have ever encountered an occasion where tasks have properly propagated for JIP clients. I know this was an issue before the saving system changes, and I still haven't looked at those at all.

Fixed event handler for CIV to correctly receive and process damage.

Caleb Serafin:
I decided not to post this in bugs as some might exploit it. While working on police I've become pretty efficient at killing civs (Totally for debugging, not like for when I'm frustrated because fcking createTask doesn't work properly and I should've just used setTask from the start.) Similar design issue in antistasi is that it only checks for immediate player damage when a civ is killed. This would be fine in vanilla were there no bleed outs, but with 5.56 leg shots and ace, you don't get penalised for killing a civ as 1 sec later ace bleeds them out. Which also in theory (Looking at the code and assuming ace bleed out leaves the _killer objnull) there are exactly no repercussions, no citySupport change or minus points.
I'll try to push a fix to the unstable when possible
Probably today to tomorrow

[Bug & Question] Player data lost.

Version: 1.4c1.02

Mods: CBA, ace (albeit a stripped version), loot to vehical for ACE and Antistasi

Environment: Dedicated server. I run it myself on the same machine as client.

.rpt attatched? No. For some reason i decided to delete the mountain of them from my folder before starting. No idea what compelled me to do so.

have you edited the mission file?: Yes.
I made the following edits found on this link:
peejaybee@5705a31

But to note, the change the user "peejaybee" made in the initserver.sqf. From what i found versus his file seems to be formatted differently. I'm no coder, but just a version difference or translation difference? Either way i......."translated" his line to follow suit with the formatting of the other lines in my version.
I used, unlockGuided = if ("unlockGuided" call BIS_fnc_getParamValue == 1) then {true} else {false}; publicVariable "unlockGuided";
I found that this allowed me to unlock rocket launchers when i hit the 15 mark. Yes i know, "easy mode"

Issue: After playing for a few hours and multiple sessions on different days over the weekend, i loaded up and found that while the campaign was were i left it, but my character's gear and money were back to the defaults. Unfortunately i didn't check anything else like the garage before shutting down and restoring a backup.

So not sure if that was caused by the changes i made or not. I couldn't seem to replicate it at this time. Any thoughts? I see the new version up (1.4c1.03) will have to test more tomorrow.

Side Question - I currently make backups of the ".vars.arma3profile" file on the server and the same on the client side of things as well. Is anything actually stored on the client or can i just back up the server portion? I have a few friends that would like to join but i would hate to have them jump through hoops if it is unnecessary.

Bad AI locations when spawning

19- Some AI units spawn underground or in an unreasonable places in an objective that makes them impossible to get but they still can get you and kill you

Persistent save not working

Version: 1.0.

Mods: CBA,ACE(no-medical)

Environment: MP dedi.

.rpt attatched? No

have you edited the missionfile?: No

Issue:
Persistent save does not appear to work on this new community version. I click save and no matter how long I wait no confirmation message appears and I cannot load any saves upon server restart. The older version of Antistasi available on the workshop saves and loads perfectly fine. Is this a bug with this new version or do I have to change my server settings for this new version? Thanks.

Delete theese lines after compiling the section above,

Unsynchronized destroyed buildings

Destroyed buildings are not synchronized correctly. AI will think a building is destroyed and shoot through them. One player sees the building destroyed while another does not etc.

Might be fixed by commenting out statSave\loadAccount.sqf line 60:
["destroyedBuildings"] call fn_LoadStat;

Petros leaks groups

He conjures new groups every time he dies (or is hit by a friendly) contributing to the issue withrebel groups being created and not tidied up.

Saves don't carry over after either kind of restart

It has been stated that after either a soft-restart or a hard-restart the server does not safe the mission and the mission is automatically restarted.

My completely blind guess is, that there could be an issue with the mission-ID randomisation.
Of course it could have another reason but it doesn't hurt to look at that.

Add more info on minefields, APCs, etc when intel found

"Intel Found" about mines or any other things doesn't help in anyway, the mine field area should be marked on the map at least, and that marker should stay even after restarts, and for vehicles it is not really easy to get, when said they got APCs or Helicopters it would help to know where for example or what

[Feature Request]: Give Petros a dog

As only shoot dogs ingame, we definitely need a friendly dog.
Petros should have a dog which stays at base and can't get shot.
Maybe we can also add an interaction with the dog where you can pet him.

Arsenal loadouts can spawn/dupe items

Loading a loadout from the arsenal can/will give you the items from the loadout.
Uniforms, Vests, backpacks will be given regardless of them being in the arsenal, weapons can be given if they are in the arsenal (regardless of numbers or unlock state. and regardless of member status.)

Also atachments on weapons, and weapons in backpacks will be given regardless of whether they are in the arsenal.

also weapons from the loadout exploit do not change the number available in the arsenal.

This sounds like some validation is missing or not running correctly for loadouts.

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