Closed Sora012 closed 2 years ago
Can you post a screenshot?
The same thing happens with logistic stations.
I can't replicate the issue on my end. What additional mods are you running?
My mod list is: AWESome : Aerial Warfare Enhanced Somehow CBA_A3 JSRS SOUNDMOD Simplex Support Services ZEC - Zeus and Eden Templates / Building Compositions Zeus Enhanced Zeus Enhanced - ACE3 Compatibility ace dzn Artillery Illumination
Are you testing against a dedicated server? My self hosted game doesn't have the issue with the mods, but as soon as I join my dedicated server, and use either logistics or gunship, it gives duplicate entries.
I'm in the proccess of disabling Zeus enhanced serverside and client side to see if its the issue.
Edit Zeus Enhanced isn't the issue; It still appears twice
I did test in MP. I'm not sure where "added by prompt" is even coming from. Does the mission have some sort of extra feature that interfaces with this mod?
Here is a youtube video showing the process I am using.
No the mission doesn't interact with the mod at all.
Can you run a test with only the required mods on an empty Zeus mission?
Running just ACE, CBA_A3, SSS. (Server & Client) Uploaded a fresh vanilla mission. (No scripts, simple SQM with a single blufor soldier and zeus curator attached without forced interface)
Reproduced too on my server with latest develop branch. Interesting thing: when you add a module with Zeus, but you cancel the request, the support is still added. It must not.
Is the cancel thing happening for all supports or just these 2?
Only these two during my tests but I didn't test all SSS possibilities. No particular errors in RPT files (on server and client).
My suspicion is that maybe the module/logic's locality is on the server and the client, somehow. So it's running the module init script on both machines. It doesn't make sense with how zeus is suppose to work. And I don't get why the initial issue was showing "Added by prompt."
Unless something changed with arma, cba, or ace recently and it's updating logic locality automatically, this shouldn't be happening. Either way, this should be solved by checking if (!local _logic)
at the start of each module function instead of later on. I'll go through and update the module functions @Mysteryjuju
Curious why this was closed? This is still a valid bug, atleast in released versions. Has develop fixed it?
It will be resolved in the next version. Sorry for lack of clarification.
This is still an active issue. Is the project still being worked on?
Yes
As the title says, when playing as zeus and placing a "CAS Gunship" module, you get the value from the filled in prompt, and a secondary "Blackfish" option. This also applies to the Logistics Station as well.