acemod / ACE3

Open-source realism mod for Arma 3
https://ace3.acemod.org
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Mk6 mortars disappear upon unload from cargo #10010

Open b-mayr-1984 opened 5 months ago

b-mayr-1984 commented 5 months ago

Mods (complete and add to the following information):

Type: Public
Build: Stable
Version: 2.16.151618

20:06:15                                               name |               modDir |    default |   official |               origin |                                     hash | hashShort | fullPath
20:06:15 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
20:06:15                      Community Base Addons v3.17.1 |              @cba_a3 |      false |      false |             GAME DIR | b1bba6ed2df7f371de833183693f367d8dff152b |  143629e0 | C:\_srvroot\webapps\a3s-repository\repo_mods\@cba_a3
20:06:15                 Advanced Combat Environment 3.17.0 |                 @ace |      false |      false |             GAME DIR | 3ae721fea7b36d0f0fc72cd2d0f64f611a4c5983 |  f54d87d1 | C:\_srvroot\webapps\a3s-repository\repo_mods\@ace

Description: During many game nights of Shoot and Scoot have Opfor players losing their MK6 mortars when they unload them from their vehicle (ACE cargo).

For some reason I don't recall this ever happening to a BluFor Mk6 mortar.

Steps to reproduce: I can't reproduce the problem. It just shows quite often and I capture it on video (see below)

Expected behavior: Mortars shouldn't disappear.

Where did the issue occur?

Log Files:

Additional context: You will see in the videos that I sometimes also struggle to place a new Mk6 mortar as Zeus. Maybe the problems are related.

Zeus never loses the mortar though. I just appears somewhere else.

In versions prior to ACE 3.17.0 (and prior to having Deploy as an option to unload) the mortar spawned but immediately got destroyed afterward.

Screen recordings:

https://github.com/acemod/ACE3/assets/76476468/7b5c9127-2604-4b50-b4e3-f6bb93e32554

https://github.com/acemod/ACE3/assets/76476468/d16d53cd-2c02-433a-b227-dd7bcef4f49e

https://github.com/acemod/ACE3/assets/76476468/355605f4-4173-4f93-8d4a-2be6382732c6

https://github.com/acemod/ACE3/assets/76476468/fd299aeb-ac3e-463e-a6ca-6f1119915887

b-mayr-1984 commented 5 months ago

As discussed with @LinkIsGrim on Discord:

b-mayr-1984 commented 5 months ago

@jokoho48 noticed that in the 2nd video one can see mortars on the Zeus map. image

The southern position pretty much matches where the players first pinged me to help them (see 1st video). image

So if both shown mortars are located in 2D space where

then I think it is safe to say that the mortars are either

(both positions I wouldn't see when looking at the 3D world).

b-mayr-1984 commented 5 months ago
  • ~We will update to 3.17.1 or higher for the next game night.~
    • Maybe this fixes the problem already.

Gruppe Adler server has been upated.

Finding missing mortar

  • In case 3.17.1 doesn't fix it, I will also try to find the lost mortars (e.g. via variable names and distance or getPos commands etc.).

Finding the mortar I will do with this module. image

Bringing a mortar back to the surface I will do with this code snippet (executed from the Zeus dialog that opens upon double-clicking the object):

private _pos = getPosATL _this; 
diag_log format ["getPosATL: %1", _pos];
_this setPosATL [_pos#0, _pos#1, 0];
b-mayr-1984 commented 3 months ago

Hopefully this workaround alleviates the problem for the players (and me πŸ˜…). https://github.com/gruppe-adler/Shoot_and_Scoot.Tanoa/commit/8b06f13456c4abeb1a822cfbc330ba64199e54cb

image