KoffeinFlummi / AGM

Authentic Gameplay Modification for A3 | THIS PROJECT IS NO LONGER BEING WORKED ON. ALL ISSUES AND PULL REQUESTS WILL BE IGNORED.
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Blufor autorifleman has no RGO grenades in inventory, but can throw one #2184

Open milliwar opened 9 years ago

milliwar commented 9 years ago

Arma 3 version: 1.40.129533 (stable branch) AGM version: 0.95.3 (although client RPT says "[AGM] Server: agm_core is Version 0.9502.") CBA3 version: 1.0.9.140907

No other mods were active at the time of testing.

When AGM is active, blufor/NATO autorifleman (B_soldier_AR_F) does not have any HE or frag grenades in his inventory, but you can still select a single RGO grenade with Arma's Cycle Throw Items action and throw it.

When the RGO is selected, Arma's GUI shows "RGO Grenade x0" and AGM shows "White Smoke x1". You cannot select the white smoke grenade, but other smoke grenades and light sticks work fine. Once the RGO grenade has been thrown, the white smoke grenade can be selected.

I noticed that without AGM the autorifleman has free space left in his inventory, but when AGM is active his inventory is completely full. His vanilla inventory contains two RGO grenades.

I'm not sure, but this might be related to #2075.

Steps to reproduce:

  1. Open Arma 3 with CBA3 and AGM.
  2. Open Editor, place a NATO Autorifleman unit and press Preview.
  3. Cycle grenades using whatever key you have bound to Cycle Throw Items and watch AGM's GUI and Arma's GUI at the top right corner. See if you can select the white smoke grenade.
  4. When Arma's GUI shows RGO Grenade 0x, throw it.
  5. Cycle through your throwable items and you should now be able to select the white smoke grenade.
commy2 commented 9 years ago
14:24:45 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
14:24:45 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
"HandGrenade" in magazines player
-> false

player ammo "HandGrenadeMuzzle"
-> 1
commy2 commented 9 years ago

Thx for reporting. This seems to be a bug in Arma that the throw muzzle can be reloaded without having a magazine in the inventory (result of A3's inventory system and grenades).

I'll try to make a work-around.