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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Specialized units losing items from default inventory after respawn #746

Closed bux closed 10 years ago

bux commented 10 years ago

Arma3: 1.24 Mods: CBA_A3, AGM_dev AGM_dev from: 2014-08-08T05:48:42.262Z Tested on: self hosted MP mission Zeus enabled: Yes Modules: All AGM modules with default settings

The "Explosive Specialist" and "Autorifleman" are loosing some items after respawn (Especially the AGM items). "Combat life safer" seems not to be affected. Haven't tested any other unit types.

2014-08-08_00003

2014-08-08_00004

As the AGM modules are in default state the "AGM_Respawn" functionality is not active. I get the same results even when removing the "AGM Respawn module".

bux commented 10 years ago

description.ext

respawn = 3;
respawnDelay = 10;
CorruptedHeart commented 10 years ago

The explosive specialists don't work due to me not replacing the respawnItems array and only the items array.

bux commented 10 years ago

I've found this in the RPT file.

Warning: no idc entry inside class RscDisplayServerGetReady/objects/Compass 
soldier[B_soldier_exp_F]:Some of magazines weren't stored in soldier Vest or Uniform?
soldier[B_soldier_exp_F]:Some of magazines weren't stored in soldier Vest or Uniform?
Duplicate weapon Throw detected for B_soldier_exp_F
Duplicate weapon Put detected for B_soldier_exp_F

This always gets added after a respawn. I was about to try this in a vanilla enviornment, but maybe this relates to this error.

commy2 commented 10 years ago

Did you use the respawn module?

bux commented 10 years ago

Last line of the issue: _"As the AGM modules are in default state the "AGMRespawn" functionality is not active. I get the same results even when removing the "AGM Respawn module"."

commy2 commented 10 years ago

Sorry bad reading comprehension.

All the RPT errors you posted are just Arma beeing stupid then. There is a different set of gear after respawn, so it behaves as it's "supposed to".

Imo the explosive devices should be in the respawn gear.

The spare barrels are added via script, but I guess adding them normally (including after respawn) would be the better solution.

nicolasbadano commented 10 years ago

The spare barrels are added via script, but I guess adding them normally (including after respawn) would be the better solution.

I agree