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Rearming only rearms the first magazine to a vehicle #5289
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arma bug, see https://ace3mod.com/wiki/development/arma-3-issues.html, T79689 |
Do you know if this has changed with the recent patch (ie. it worked with 3.9.2)? |
@PabstMirror ACE Version states |
@PabstMirror Bug was there back in 3.9.2. |
@dedmen The comment you linked seems to talk about a different problem the user "HorribleGoat" had with multiple turrets. He is just saying he found a solution to his problem, but the main bug still exists. I did some research and the way I see the Arma bug is following:
The same issue is with However, I think there is a workaround. Instead of setting the ammo count to magazines, one could just remove magazine with |
So the workaround would work perfectly if Considering that Edit: |
I think |
@PabstMirror Are you fixing this already or will I do it? |
I haven't started anything yet, feel free to make a PR |
What does the command "TRACE_7()" do? I can't find any documentation. It seems like some sort of debug logging. |
@Tuupertunut https://github.com/CBATeam/CBA_A3/blob/master/addons/main/script_macros_common.hpp#L409 |
@PabstMirror When you added pylon support, did you mean to allow players to change what missiles are in the pylons or just rearm the existing ones? |
It was designed to allow changing missile type if supply tuck had the appropriate ammo supply. |
So it will only work when |
Should changing pylon missiles rather be moved to a separate menu besides "Rearm"? I would see three arguments for that:
Then the "Rearm" menu would be left only for rearming what is already there. What do you think? |
There is a PR for a full fledged pylon setup menu: #5238 |
So if that PR gets accepted, I can probably remove the pylon reconfiguring feature from rearm. It seems that @654wak654 is doing some kind of "better integration with rearm component". I will ask him what is it and how it fits to the rearm fixing I'm doing. |
Another question: Lets say you shoot one round out of a magazine and then try to rearm it. When you pick the ammo crate (magazine) from the truck, should that crate only contain one round? If not, then should the entire ammo crate be eaten when you rearm it into the vehicle? |
@PabstMirror Do you or someone else have time to explain this, as it is currently blocking my work? |
I've noticed that as well, not really sure how to handle it. |
At this point, I have already fixed everything else but As a side note, I have noticed some weird behavior in |
You can see what I've done up to this point here: You can discuss/challenge me about any change I've made. :) |
@PabstMirror So this is still an issue. Can you get someone else to explain this:
Of course I could just leave |
Ideally if a tank has a 80/100 magazine, we should only take out 20 bullets from the ammo supply truck. Like I said I think we could solve this in 2 steps, fixing just |
@PabstMirror Back from a long break. So the current situation is this:
What should I do before making a pull request? Should I fix something more? |
Best if you open a pull request, you can still commit further to the branch once it's open, and that way we can track your progress and comment directly on it. :) |
PR made #5411 |
Arma 3 Version:
1.70.141838
(stable)CBA Version:
3.3.1
(stable)ACE3 Version:
3.10.0
(stable), also happened in3.9.2
(stable)Mods:
Description:
Rearming only rearms the first magazine to a vehicle with multiple magazines. For example, the M-ATV (HMG) has 2 HMG magazines. If you shoot them empty, then rearm the vehicle, only one magazine is rearmed. There is no way to rearm it more after that.
Steps to reproduce:
Where did the issue occur?
Everywhere, both multi- and singleplayer.
Placed Modules:
None
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