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Description
Arma 3 Version: 1.80 (stable)
CBA Version: 3.6.0 (stable)
ACE3 Version: 3.12.1 (stable)
Mods:
- CBA_A3
- ace
Description:
- In the CBA settings having
force force ace_mk6mortar_useAmmoHandling = true;breaks AI using mortars.
Steps to reproduce:
test_mortar_fnc = {
params ["_unit","_target"]
private _mortar = vehicle _unit;
if (_target inRangeOfArtillery [[_unit], "8Rnd_82mm_Mo_shells"] ) then {
_mortar setVehicleAmmoDef 1;
_mortar setVehicleAmmo 1;
_unit doArtilleryFire [_target, "8Rnd_82mm_Mo_shells", 3];
diag_log format ["MORTARS -- %1 firing at %2", _unit, _target];
systemChat format ["MORTARS -- %1 firing at %2", _unit, _target];
uiSleep 15;
} else {
diag_log format ["MORTARS -- %2 out of range of %1", _unit, _target];
systemChat format ["MORTARS -- %2 out of range of %1", _unit, _target];
uiSleep 15;
};
};
[mortarGunner, getMarkerPos "testTarget"] spawn test_mortar_fnc;
Drop that in init.sqf, place a vanilla unit named mortarGunner on a vanilla mortar and put a marker down called testTarget.
Where did the issue occur?
- Editor (Singleplayer)
CBA Settings:
Was previously set to force force ace_mk6mortar_useAmmoHandling = true;
RPT log file:
- Doesn't log anything other than the logging I've provided in the test function.
Workaround
- Changed CBA setting to
force ace_mk6mortar_useAmmoHandling = true;and in the mission file itself I created a cba_settings.sqf withforce ace_mk6mortar_useAmmoHandling = false;. Although this means players can't use the feature when AI need to use mortars so it's not great.
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