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Module has wrong values when placed with 3D Editor #3339

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Gilatar opened this issue Feb 18, 2016 · 11 comments
Closed

Module has wrong values when placed with 3D Editor #3339

Gilatar opened this issue Feb 18, 2016 · 11 comments

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@Gilatar
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Gilatar commented Feb 18, 2016

ACE3 Version:
3.4.2.0

Mods:
@CBA_A3 (tested with v2.2.0 and v2.3.0, same results)
@ace

Description:
There is some odd behavior with the module values in the 2D editor versus the 3D editor, specifically with the ACE Medical -> Medical Settings Module.

2D Editor Default Module Settings
3D Editor Default Module Settings

The 2D editor modules are fine and won't cause any issues, the 3D editor-placed ones, however, seem to give the wrong values for some of the settings, regardless if you make changes to the setting or not.

Looking at the mission.sqm - a 2D editor-placed module with AI unconsciousness turned off has a value of 0. A 3D editor-placed module with AI unconsciousness turned off has a value of -1.

Also causes some .RPT outputs listed below.

Steps to reproduce:

  • Make a fresh mission in 3D editor
  • Place player
  • Place medical module (set AI unconsciousness to disabled)
  • Place enemy group
  • Preview
  • Shoot enemies and they will still go unconscious
  • Check RPT for errors below

Where did the issue occur?
3D Editor

.RPT:
http://pastebin.com/2MCdtRiY

Excerpt from RPT:
19:42:33 ACE WARNING: Setting [ace_medical_medicSetting] out of bounds -1 (values[] count is 3)(
19:42:33 ACE WARNING: Setting [ace_medical_enableUnconsciousnessAI] out of bounds -1 (values[] count is 3)(

@PabstMirror
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_logic getVariable "medicSetting" = -1
Unbined sqm:

class Attribute13 {
    property="ACE_moduleMedicalSettings_medicSetting";
    expression="_this setVariable ['medicSetting',_value,true];";
    class Value {
        class data {
            class type {
                type[]= {
                    "SCALAR"
                };
            };
            value=-1;
        };
    };
};

This only happens for the disabled setting, basic gets 1 and adv gets 2 as it should.

@PabstMirror PabstMirror self-assigned this Feb 18, 2016
@PabstMirror PabstMirror added this to the 3.5.0 milestone Feb 18, 2016
@PabstMirror
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http://feedback.arma3.com/view.php?id=28031
Reproduced in vanilla, seems like a fairly critical issue for our modules.

We might want to use a workarround like saving value as a string and parsing to number which seems to work.

@PabstMirror
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On master if you just open the ace attributes tab on a unit and close it, it will leave this in sqm:

property="ace_isMedic";
expression="_this setVariable [""ace_medical_medicClass"", _value];";
class Value {
    class data {
        value=-1;

and in game
player getVariable "ace_medical_medicClass"; = -1

This may not reset on bis patch! This is critical and we need to think about holding off on 3den attributes as it may lead to people creating missions that will be permanently broken.

@nicolasbadano
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I agree with @PabstMirror. We should comment out all traces of 3den attributes until BIS fix this, or we risk corrupting missions persistently.

Given that the BIS bug tracker is still offline I don't think we should release 3.5.0 before removing the attributes.

@nicolasbadano
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Will be fixed in #3393

@PabstMirror
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#3393 only fixes the 3den attributes
The modules are still effected
ref https://forums.bistudio.com/topic/188363-3den-combo-box-is-wrong-when-value-0/
We could "patch" it's configs ourselves, but that might break once they actually fix it...

@PabstMirror
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This is fixed in dev branch, hopefully we get an arma hotfix sooner than later.

@kripto202
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there was an update today, how is it working now?

@PabstMirror
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New modules placed will be perfect.
Opening a module with the bad -1 seems to set it to the 1st index (instead of 0) and will resave as 1
Opening a mission and resaving without opening the module and it will continue to save -1.

So fixed, but mission makers should double check their modules for current missions.

@kripto202
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So fixed, but mission makers should double check their modules for current missions.

noted. is there going to be a fix soon so we don't have to do this?

@jonpas
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jonpas commented Mar 3, 2016

No, there is not much that can be done.

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