Closed DLEGION closed 7 years ago
This is just hilarious: https://github.com/acemod/ACE3/issues/4357
We don't change the armor of any vehicles. Please contact BI if you think there are inconsistencies.
it was working perfectly in developer version 3.6.2
Post RPT then. I can't reproduce. I blew up a Leopard with 8 missiles rockets (half of them missed).
i found the problem its in cookoff old cook off works prerfectly
There is no old and new cookoff, you will have to specify what version exactly. And please attach an RPT file, we can't help otherwise.
yes ok , i'm sorry but im a poor noob, i have to search for the .RPT ... will find it in minutes ! excuse me please ! i'm doing my best :)
ok found it:
Can anyone else reproduce?
Code tags:
<code>
yes. my friend downloaded 3.7.0 and tested it in editor. same issue
this evening when he get back at home i will ask him to post here too.
"old" version i was referring its the 3.6.2 developer version i got a link whe there was the titan lock problem.
noticed this lines added in new "handle_damage" inside cookoff
} else {
if (_hitpoint in ["hitbody", "hitturret", "#structural"] && {_newDamage > 0.6 + random 0.3}) then {
_vehicle call FUNC(cookOff);
};
};
@DLEGION please use the code tags as I described above.
just an idea...i just triple checked: if you cant reproduce it, maybe try exactly same steps: download ace 3.7.0 from the ACE3 site, put the folder in place, open the editor, place at least 6 leopard tanks (the main battle tank of the "AAF" side), then place a flying comanche or kajman helicopter at distance so missiles can correctly fly on target. then set player as gunner....lock and shoot AG rockets or DAGR rockets. then try with helicopter cannon. you can deplete all bullets on it and will not explode. then try with javelin. with javelin sometimes its 1-hit-kill, sometimes it needs 2 shots, sometimes 3, sometimes even 4 !
i did this and no way...always bug. my friend tried the same in lunch pause....same results. must be reproducible !
PS: about code, please forgive my ignorance, how should i do it ? thanks
i have to go to work now, but i strongly suspect its the random factor added in fnc_handleDamage.sqf of the cookoff.pbo
I shot it with one titan missle and it blew up I will test with the Camacho and kajmin
PS: about code, please forgive my ignorance, how should i do it ? thanks
Code tags:
<code>
I tried this "load editor , place some leopard tanks , than place a comanche or a kajman already flying, and set gunner as player. shoot to tanks to notice the problem." and the first tank exploded after 4 hits. The next one didnt exploded after the other 20 dagr (i tried the same mission twice, same results on the same tanks)
hello there. found a new problem. the mi-48 kajman cannon seems to not harm leopard and merkava tanks. i shot the whole bullets resere and nothing....no tank explosion !
We don't change the armor of any vehicles. Please contact BI if you think there are inconsistencies.
Its a joke or what ? I already fixed it using developer version 3.6.2 cookoff !!! ....its ridicolous...
Its a joke or what ? I already fixed it using developer version 3.6.2 cookoff !!! ....its ridicolous... BI in this case can t be the problem, because all was working before cookoff. Anyone can take this issue seriously please ?
You can disable cookoff in 3.7 with ace settings ace_cookoff_enable
set to false
we do change how damage is handled.
The only way a tank will blow up is
Lots of very small hits (to non-critical parts) will not do much of anything whereas without cookoff, the tank would explode when the total damage taken was high enough.
Pabst ! My savior ! Really THANKS man ! Was so simple...now i can just disable it until it get fixed without screw compatibility ! Hope you noticed there is a problem right now with mi 48 kajman (gun and AG missiles ) and the leopard tank (others have weird behaviors too...but leopard show the worst ) Thanks again !!
Don't know what you're on about, a single titan AT hit using top down attack will make it cook off. You're either running other mods or exaggerating the issue.
ok...you are all invited on my server to see it. i will use just cba_a3 3.0.0 and ACE3 3.7.0 just name the day and time.
while merkava (for example) blow up every time with a single titan AT rocket, the leopard tank (the one of indipendent AAF faction) does not 100% of times.
set 10 empty leopards (not other tanks) in editor, get enought ammo, and test on all 10.
i usually "bug" on 2 - 3 tanks. its random , but on 10 tanks you will surely see it.
and try with DAGR or AG red faction rockets. (always on leopard eh, not other tanks)
dunno...i really wish to be wrong, but it bug for me !
DAGR are HE and are prone to miss / not penetrate.
...to my knowledge AG missiles mounted by helicopters (like hellfires) are designed only to kill MBTs. https://www.youtube.com/watch?v=RHPVDRXKGfc and seems to work just fine.
Hellfire are heat rounds meant for hard targets, DAGR were designed (and never adopted, APKWS were chosen instead) for support / light targets.
well in fact BI tricked us using never adopted items, like comanche, DAGR ecc... but for the russian helo ? it uses AG missiles....
ook guys, honestly i hope i'm wrong and you are right, but in case you get same problem as me and my friends....good news, i fixed it. (just as reference, the problem is: DAGR from comanche and AG missiles from kajman does not make AAF leopard tank explode, and titan is at least "unreliable" on this tank with 1 to 4 shots needed)
...and just by changing some numbers and deleting some lines! ( despite "BI fault" or "wrong tank HP model" ecc...)...voilà its fixed ! now AP ammunition from kajman cannon and AG missiles kills the leopard tank as they should. same for titan and DAGR.
here is the fixed file: http://www.mediafire.com/download/obylbzfiew3jqp3/ace_cookoff.pbo
@DLEGION Looks like you took out
if (_hitIndex in (GVAR(cacheTankDuplicates) getVariable (typeOf _vehicle))) then {
_hitpoint = "#subturret";
};
This section is important as the commander's turret has the same hitpoint name as the main turret. So shooting the remote weapon station with small arms will make the tank cookoff.
im sorry man.....as i said i'm not expert....i will make some other tests this evening....what you mean with "small arms" ? infantry rifles ? or something bigger like 0.50 cal ? thanks for your help....you're the only one taking this issue seriously ! thanks !
Reference https://github.com/acemod/ACE3/pull/4280
in fact i didnt tested all other vehicles.....i will do this evening ! for now i can say the result on tanks seems good (tank not cooking even with 30mmHE) ..but cookoff with 30mmAP rounds in the turret. i beg your help....for you DAGR / AG kajman missiles works properly on the leopard ?
hi all ! i tested and for now everything seems fine ! tanks cookoff only with high damage, and some wheeled APC cookoff with some 0.50 in the turret....but feels just fine...they have not huge armor afterall !
in reference to this https://github.com/acemod/ACE3/issues/4414 post of Glowbal, i really wish to do as you asked and try to be useful, but i dont know how create a "pull request" (or what a pull request is !) ...is there any explantaion on it i can read to understand it ? huge thanks man !
Awesome, thanks ! Im out fow the weekend, monday will try to do it ! Thanks !
heey hello there ! i'm back home, i'm trying to understand this "pull requests", i did it correctly ? https://github.com/DLEGION/ACE3/pull/1
@Glowbal : ok i think i understood how do it (at least i hope) ! i created some pull requests, with the changes i made and explanations of what they do. hope to be useful somehow :)
finally i had time to make some accurate testing about the issue you suggested me with turrets : as you said its bugged ! some 0.50cal shot to turrets (well the little things on the turrets) make even leopard tank coofoff and explode !
that is because you deleted this fix: https://github.com/acemod/ACE3/pull/4280 in your pull request
Yep....right now easier solution is disable cookoff on settings...will continue tests anyway !
the Problem with the Leopard is, that when you attack it with the Titan with "top-attack", it will almost never blow up. with "dir-attack" it just takes 1, maybe 2 shots.
i've noticed, playing vanilla, that this specific tank takes much more, than any other vehicle, by the way.
steps to reproduce: load ace3 and cba. put an empty leo-tank on map. shoot it with the Titan/javelin launcher with top-attack. it takes lots of shots, bevor it blows up. shoot it with the Titan/javelin launcher with dir-attack. it takes 1, maybe 2 shots, bevor it blows up.
tested in sp-editor with no modules and no other mods
The grills and extra armor probably helps.
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well...its for sure not solved. Personally i menaged to increse some damages so also the Leopard tank suffer correct damage, but i noticed that just switching OFF the cooking off (from ACE_settings) is enought to solve the problem. so must be somehow bugged the cookoing off added by latest patches.
should be fixed with: #4604
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Arma 3 Version:
1.62
(stable) CBA Version:3.0.0
(stable) ACE3 Version:3.7.0
(stable)Mods:
@CBA_A3
@ace
Description:
Steps to reproduce:
Where did the issue occur?
Placed Modules: