Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » ArulcoVacations v12 BETA (AV v12 BETA Discussion/Bug Reports)
Re: ArulcoVacations v12 BETA[message #362553 is a reply to message #362547] Sat, 27 February 2021 20:05 Go to previous messageGo to next message
Lynx2005

 
Messages:27
Registered:February 2021
Hello Ed,

Again: Great work!

Here are some more finds on game start:

- Igor's (Merc 9) AIM-kits shows all a rifle, but after transfer to Drassen it didn't appear in his inventory. Instead he holds med kit and scope in his hands.
I've tried to figure out how the game puts the items into the inventory, but I've failed. The game didn't put kit items into his backpack. So he has only his PMM for game start fights.

- Stogies (Merc 166) Kit 5 contains bazooka-grenades. After transfer to Drassen they didn't all appear in his inventory. Instead they appear inaccessible on map-inventory.

- Ice (Merc 18) has two lines with the newskilltrait3 slot, one line of this newskilltraitslots should be tagged instead as newskilltrait4.


After conquer of Drassen Airport - Bobby Ray is available:

- Tiger stripe pants allow attachment of the ghillie-over-leggins.
But The Tiger stripe jacket don't allow attachment of ghillie-over-vest and the Tiger stripe boonie hat don't allow attachment of the ghillie-over-hood.

- 9x19 mm AET mags and 9x19 (AP/ HP) cold mags didn't fit into the spare mag pocket from the mp-holster and didn't fit into the 9mm molle compatible (double smg mag and triple smg mag) mag pouches.

- same for any sort of 9x18mm (20rd or 30rd mags).

- sometimes mags in 9x18mm can't converted back into a ammo box via map inventory button. instead this caliber is converted in 64rd large mags.

- the Barrett mag pouch can't be fitted to any molle vest or molle leg rig, but is described as molle compatible. Shouldn't it be handled like the other big pouches (e.g. tool-pouch)?

- H&K 33 SG 1 is at bobby rays displayed as a picture form a mortar.

- FAMAE SAF CP is described as with folding-stock, butt a folding-stock isn't attachable.

- Shift + "b" drops backpacks for actual squad on actual place. Is there a way to drop backpacks from every squads at actual place at once?

- Tac Safety Glasses, new Sun Glasses didn't fit to face position - only to a helmet. How do I see if they work if applied?

- How does Compound 17, 19 and 20 work? They can't be applied as Compound 18 is.

- C13 - middle of drassen at Herve Santos bar, when talking to the little civilian there is showed "quote 12", "quote 3", etc" instead of saying the quote.

- mostly all mercs hate now at Dimitri. Poor Dimitri. Is this intended?

- L2 A1 SAW - Description says is not sold by Bobby Rays but can there be bought.

- at Bobby Rays Ammo inventory are mags and clips for the SIG K31 and the SIG STG 57 shown. For all other ammo (e.g. 7,62) there are only the ammo boxes available.

- I've accidentally hired Waldo at Drassen Airport - is hire able Waldo intended?

- Can there be a Deadlock for Militia-turn be activated? Sometimes the Clock is showed endless (Happened at Middledrassen twice and one time at Drassen airport - had to abort the game via task manager).

- how can be the "Spotting" feature can be activated? CTRL + "." didn't work.

- side note for the missing Groza built-in-gl - the built-in-gl from the AICW has its own item (909). Is a own bult-in-gl-item for the Groza necessary too?



My best Regards


Lynx2005



[Updated on: Sat, 27 February 2021 21:04]

Re: ArulcoVacations v12 BETA[message #362554 is a reply to message #362553] Sat, 27 February 2021 21:13 Go to previous messageGo to next message
edmortimer

 
Messages:1463
Registered:January 2015
Location: Home Free
Thanks for the report! A few quick answers for you, and the rest I'll investigate:

The gearkits have always been a pain. There's about a thousand different gearkits and each one to be tested needs a new game start - and if it needs to be fixed that means multiple new game starts for that one gearkit. So you can see I depend on reports from players like you just did to help me find the gearkits that are being recalcitrant.

The civilians who say "Quote #" simply don't have any lines to speak. Until I find something interesting for each to say it's low priority to fill in their quotes with empty phrases and because the editor is difficult to work with. The multiple civilian factions such as the town civilians and workers are there for future expansion, and so if the civilians go hostile through accident or intent only a smaller faction will have to be dealt with instead of every civilian going hostile.

Waldo is recruitable, yes.

The new Compounds are applied like Compound 18, but have different effects and each is used on a different type of material.

Dimitri? While Ive modified a lot of opinions for many characters, Dimitri is not very much different than Miguel & Carlos & Ira . . . each of those have their individual quirks in MercOpinions, but generally speaking characters that respect Miguel will respect Dimitri at least a little. What characters don't like him?

There are some ammo types that do not have crates, and some of the rare ammo that do not have boxes either. Unfortunately Magazines.xml is an unforgiving and multi-connected XML with a rigid structure. Crates were removed in order to add a different type of ammo to that caliber, or to add another magazine size to that caliber, without having to track down and modify several dozen entries across 3 additional files.

The Groza has it's GL defined in Items.xml - 911.


Deadlock on militia, and hotkeys are codework, which I don't do.

I'll look into it all. Thanks for this!

Re: ArulcoVacations v12 BETA[message #362555 is a reply to message #362554] Sat, 27 February 2021 21:22 Go to previous messageGo to next message
sevenfm

 
Messages:2479
Registered:December 2012
Location: Russian Federation
With r1966, you can drop backpacks for all squads in sector with Alt+Shift+B or using Ctrl+V sector inventory menu.
Militia deadlock can be stopped with ESC key after some period of time, though best solution is to provide save just before the bug so it could be fixed.
To activate spotter, use skills menu Shift+4 or Alt+RMB or use look cursor + click.



7609+AI (r2049) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8962) | 1.13 Starter Docs | 1.13 How to get | Win10 fix


Re: ArulcoVacations v12 BETA[message #362557 is a reply to message #362554] Sat, 27 February 2021 21:49 Go to previous messageGo to next message
Lynx2005

 
Messages:27
Registered:February 2021
Dimitri is Merc 60. I suppose, this will not affect any of other players. Don't waste your Time, that should not have priority. So far I've changed the MercProfile.xml myself. --> is now 50 = Bubba, the most hated merc...

The mercs who learn to hate at Dimitri are: Blood, Vicky, Ivan, Reaper, Fidel, Fox, Sidney, Gus, Buns, Ice, Bull, Static, Len, Danny, Magic, Wolf, Meltdown, Razor, Flo, Larry, Slay.

[Updated on: Sun, 28 February 2021 02:02]

Re: ArulcoVacations v12 BETA[message #362558 is a reply to message #362557] Sat, 27 February 2021 22:06 Go to previous messageGo to next message
Lynx2005

 
Messages:27
Registered:February 2021
Thank you very much Sevenfm!

Unless you said, i didn't knew about skills menu shift + "4" and ending endless loops with "ESC".

This time I've avoided the endless loop by load an old save and place my mercs elsewhere as the battle had started. So militia has to do an other decision and the Turn save was overwritten.

Next time I'll send the Turn save for debugging.

[Updated on: Sat, 27 February 2021 22:10]

Re: ArulcoVacations v12 BETA[message #362559 is a reply to message #362557] Sat, 27 February 2021 22:14 Go to previous messageGo to next message
edmortimer

 
Messages:1463
Registered:January 2015
Location: Home Free
Quote:
e Mercs are: Blood, Vicky, Ivan, Reaper, Fidel, Fox, Sidney, Gus, Buns, Ice, Bull, Static, Len, Danny, Magic, Wolf, Meltdown, Razor, Flo, Larry, Slay.
I know that some of those don't like him to varying degrees, and can guess without looking it up that many others in that group probably respect him the least of the Rebels because of his lack of professionalism -- as you have a very professional, and very opinionated group . . . for the most part. :-)

I can imagine he comes up on a lot of the snitch's reports. If a particular Merc is unhappy I think the Snitch just goes through every Merc applying their own modifiers (who they like and dislike has an effect on their reporting) and if the end result is a minus number then that character is reported as being a problem. I'm guessing about the last part, the minus number.

Re: ArulcoVacations v12 BETA[message #362560 is a reply to message #362553] Sat, 27 February 2021 23:44 Go to previous messageGo to next message
edmortimer

 
Messages:1463
Registered:January 2015
Location: Home Free
Quote:
- H&K 33 SG 1 is at bobby rays displayed as a picture form a mortar.
Item 2546 H&K 33SG/1, change the ubGraphicNum to 744, and all will be well for that one.

Re: ArulcoVacations v12 BETA[message #362561 is a reply to message #362560] Sun, 28 February 2021 14:56 Go to previous messageGo to next message
Fan

 
Messages:194
Registered:March 2008
Location: Germany, Rheinl.-Pfalz
I have another question:
I could read in the file "NPC-Fact" the name "RAT".
I have waited till the bugs arrived in Cambria and than I was seeking for him. But I couldn't find him.
How can I recruit him?

Thank you.
Re: ArulcoVacations v12 BETA[message #362562 is a reply to message #362561] Sun, 28 February 2021 15:35 Go to previous messageGo to next message
edmortimer

 
Messages:1463
Registered:January 2015
Location: Home Free
Quote:
I have another question:
I could read in the file "NPC-Fact" the name "RAT".
I have waited till the bugs arrived in Cambria and than I was seeking for him. But I couldn't find him.
How can I recruit him?

He should be in the liquor shop in G9 Cambria. With most of the new AV recruitables in this version (all created by The Scorpion) you can recruit them by simply asking. I had used the mechanism of giving the character any amount of money to get them to recruit in my previous recruitable characters.

Re: ArulcoVacations v12 BETA[message #362564 is a reply to message #362562] Mon, 01 March 2021 00:12 Go to previous messageGo to next message
Fan

 
Messages:194
Registered:March 2008
Location: Germany, Rheinl.-Pfalz
Thank you @edmortimer,

I could find him im G 9 and I have recruited him.
In my personal ranking he is number 18, behind Carlos and Joe.
Re: ArulcoVacations v12 BETA[message #362565 is a reply to message #362564] Tue, 02 March 2021 16:09 Go to previous messageGo to next message
sevenfm

 
Messages:2479
Registered:December 2012
Location: Russian Federation
You have <dailyRetained>25000</dailyRetained> for Tony, it doesn't look correct, as dailyRetained is percentage of sum.
DailyCheckOnItemQuantities()
...
//Reset the arms dealers cash on hand to the default initial value
gArmsDealerStatus[ubArmsDealer].uiArmsDealersCash = gArmsDealerStatus[ubArmsDealer].uiArmsDealersCash * armsDealerInfo[ubArmsDealer].dailyRetained / 100 +
	armsDealerInfo[ubArmsDealer].dailyIncrement / 2 + Random(armsDealerInfo[ubArmsDealer].dailyIncrement);
if (gArmsDealerStatus[ubArmsDealer].uiArmsDealersCash > armsDealerInfo[ubArmsDealer].dailyMaximum)
	gArmsDealerStatus[ubArmsDealer].uiArmsDealersCash = armsDealerInfo[ubArmsDealer].dailyMaximum;



7609+AI (r2049) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8962) | 1.13 Starter Docs | 1.13 How to get | Win10 fix


Re: ArulcoVacations v12 BETA[message #362568 is a reply to message #362565] Tue, 02 March 2021 17:48 Go to previous messageGo to next message
edmortimer

 
Messages:1463
Registered:January 2015
Location: Home Free
Quote:
You have <dailyRetained>25000</dailyRetained> for Tony, it doesn't look correct, as dailyRetained is percentage of sum.
I did not know that. Thank you. That means all the daily retained are wrong. Fixed now.

Also, I fixed sector N3 map so I'm close to putting a wrap on v12. I'm planning to release a Patch today with the N3 map and other fixes, and then take bug reports for a couple more weeks before releasing a V12 and going on a long vacation in Arulco! happy

Re: ArulcoVacations v12 BETA[message #362570 is a reply to message #362568] Tue, 02 March 2021 20:10 Go to previous messageGo to next message
edmortimer

 
Messages:1463
Registered:January 2015
Location: Home Free
Anybody know what exactly ItemFlag 541065216 defines? Evidently it's a new flag, and I neglected to write it down.

Re: ArulcoVacations v12 BETA[message #362571 is a reply to message #362570] Tue, 02 March 2021 20:32 Go to previous messageGo to next message
sevenfm

 
Messages:2479
Registered:December 2012
Location: Russian Federation
edmortimer wrote on Tue, 02 March 2021 23:10
Anybody know what exactly ItemFlag 541065216 defines? Evidently it's a new flag, and I neglected to write it down.
There is not such flag in the game sources. Maybe it's a combination of other flags.
Since you used it for Safety Goggles, it could be flag for ballistic goggles which enables eyes protection from bullets/fragments.
BALLISTIC_GOGGLES		0x20000000	//536870912	// ballistic goggles protect eyes from damage
541065216 = 536870912 + 4194304, so this item will work as scuba mask and at the same time as protective goggles.

[Updated on: Tue, 02 March 2021 20:51]




7609+AI (r2049) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8962) | 1.13 Starter Docs | 1.13 How to get | Win10 fix


Re: ArulcoVacations v12 BETA[message #362574 is a reply to message #362571] Wed, 03 March 2021 02:45 Go to previous messageGo to next message
edmortimer

 
Messages:1463
Registered:January 2015
Location: Home Free
Quote:
541065216 = 536870912 + 4194304, so this item will work as scuba mask and at the same time as protective goggles.
Thank you!

Re: ArulcoVacations v12 BETA[message #362575 is a reply to message #362396] Wed, 03 March 2021 02:52 Go to previous messageGo to next message
edmortimer

 
Messages:1463
Registered:January 2015
Location: Home Free
Here is the Bobby Ray Crash and the Sector N3 Crash Bugs Patch together in one file along with several other fixes: AVv12-BRandN3-Patch.zip. You also need to download Sevenfm's latest executable - which I always suggest you should do anyway. Unzip this Patch into your main game folder, merging Data-AV folder and overwriting all files.

I now have to go find out why Mediafire restricted the Aruclo Vacations mod from download. The flag claims copyright infringement.

EDIT: All good with Mediafire - a software glitch.

[Updated on: Wed, 03 March 2021 06:30]


Re: ArulcoVacations v12 BETA[message #362591 is a reply to message #362575] Fri, 05 March 2021 16:06 Go to previous messageGo to next message
Lynx2005

 
Messages:27
Registered:February 2021
Hello Ed,

I've had an Assertion Failure, a Ctd and now stuck at San Mona Fighting Club.

So far.

Runtime Error: Assertion Failure Line 14466 in file mapscreen.cpp

Occurred at A11 while Drop on Enemy. SAM-Site near Drassen is in my Hand.


Drop on B11, order dropped squad to attack A11 and order Skyrider fly back empty caused a ctd after game was asking flying empty is ok.


Walk from Drassen to A11 and fight was ok.


Kingpin didn't came - the fight at extreme club didn't start --> endless loading-clock after Spike is back from telling Kingpin that there will be a fight.


Edit: Your patch from 03. March isn't applied yet!

[Updated on: Fri, 05 March 2021 16:29]

Re: ArulcoVacations v12 BETA[message #362592 is a reply to message #362591] Fri, 05 March 2021 22:43 Go to previous messageGo to next message
edmortimer

 
Messages:1463
Registered:January 2015
Location: Home Free
Quote:
I've had an Assertion Failure, a Ctd and now stuck at San Mona Fighting Club.

Kingpin didn't came - the fight at extreme club didn't start --> endless loading-clock after Spike is back from telling Kingpin that there will be a fight.

If nobody was blocking the path then maybe the new recruitable Kingpin and gang is to blame. I will investigate.


Quote:


Runtime Error: Assertion Failure Line 14466 in file mapscreen.cpp

Occurred at A11 while Drop on Enemy. SAM-Site near Drassen is in my Hand.

Drop on B11, order dropped squad to attack A11 and order Skyrider fly back empty caused a ctd after game was asking flying empty is ok.

Walk from Drassen to A11 and fight was ok.

Using the helicopter is one thing I haven't done in years in a game, and haven't intentionally changed anything except making Skyrider recruitable . . . but could have unintentionally changed something so I will investigate.

Looking at the code in mapscreen.cpp . . . and it might be the EPC qualification as Skyrider is now a RPC . . . but I'm not sure. Maybe Seven or another coder has insight on whether or not the EPC could be the culprit.


BOOLEAN MapCharacterHasAccessibleInventory( INT8 bCharNumber )
{
SOLDIERTYPE *pSoldier = NULL;


Assert( bCharNumber >= 0 );
Assert( bCharNumber < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS );

// invalid character slot selected?
if( gCharactersList[ bCharNumber ].fValid == FALSE )
{
return(FALSE);
}

pSoldier = MercPtrs[ gCharactersList[ bCharNumber ].usSolID ];

if( ( pSoldier->bAssignment == IN_TRANSIT ) ||
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
// Kaiden: Vehicle Inventory change - Commented the following line
// ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ||
// And added this instead:
( (!gGameExternalOptions.fVehicleInventory) && (pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) ) ||
( AM_A_ROBOT( pSoldier ) ) ||
( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC ) ||
( pSoldier->stats.bLife < OKLIFE )
)
{
return(FALSE);
}

return( TRUE );

Re: ArulcoVacations v12 BETA[message #362593 is a reply to message #362592] Fri, 05 March 2021 23:45 Go to previous messageGo to next message
edmortimer

 
Messages:1463
Registered:January 2015
Location: Home Free


I refreshed the full AV-12-BETA with both the Bobby Ray Patch and the Sector N3 Patch. Also included various smaller fixes and a new sector (N2). There were some backup files included by mistake in the first full BETA, and so this refresh is smaller in size. It also does not include Sevenfm's +AI executable, please download the latest version from the link in his forum signature. Here is the May 5th AV-12-BETA-REFRESH.7z (955 MB).

The link has been updated in the first post in this thread also.

Re: ArulcoVacations v12 BETA[message #362596 is a reply to message #362396] Sat, 06 March 2021 11:21 Go to previous messageGo to next message
Fan

 
Messages:194
Registered:March 2008
Location: Germany, Rheinl.-Pfalz
@edmortimer,

thank you for this "refresh". May I paste it over the old vers. 1.12 or should I create a new game?

But can it be that I'm missing a new list of the "new recruitings"?
You have written that there are 71 NPC in this mod. I like such NPC, p.e. I have worked together with Scheinworld in PCM therefore.
Sorry, I have found till now round about 40, p.e. one in Tixa who I had never in one of the mods. I write this to show you that I'm seeking for them very fast in this mod.

Thank you!
Re: ArulcoVacations v12 BETA[message #362599 is a reply to message #362596] Sat, 06 March 2021 13:52 Go to previous messageGo to next message
edmortimer

 
Messages:1463
Registered:January 2015
Location: Home Free
Quote:
thank you for this "refresh". May I paste it over the old vers. 1.12 or should I create a new game?
A new games is always best. I suggest deleting Data-AV folder and replacing it with this new one.

Quote:
But can it be that I'm missing a new list of the "new recruitings"?
You have written that there are 71 NPC in this mod. I like such NPC, p.e. I have worked together with Scheinworld in PCM therefore.
Sorry, I have found till now round about 40, p.e. one in Tixa who I had never in one of the mods. I write this to show you that I'm seeking for them very fast in this mod.

I haven't written that yet. If you go to RPCFacesSmall.xml in Data-AV\TableData you will see all the recruitables listed.

Re: ArulcoVacations v12 BETA[message #362602 is a reply to message #362599] Sun, 07 March 2021 08:40 Go to previous messageGo to next message
BlueWarrior

 
Messages:97
Registered:May 2019
Murray "Pops" McGillicutty has an completely empty inventory window, Also the pictures of the M16A1 and the M16A4 are wrong, They don't have those barrels shrouds
Re: ArulcoVacations v12 BETA[message #362604 is a reply to message #362473] Sun, 07 March 2021 11:21 Go to previous messageGo to next message
Fan

 
Messages:194
Registered:March 2008
Location: Germany, Rheinl.-Pfalz
Fan wrote on Sun, 21 February 2021 19:18
@edmortimer,

Darrel from the Hicks: May I get him? I tried it with Flo and Fox. The program left me allone with the "ESC"-screen.

Thank you by now.




Hi @edmortimer,

I have tested it with the "refresh". The same: "ESC".

The other bug:

Skyrider: the mistake is in the game: He is in my party in order to escort him and he is further in my party in front of his heli as if I am escorting him further. He becomes no merc. He don't talk to me. I cannot open his inventory.


Another question:

I tried to recruit last week - suspicion - MIKE. But not successfull. I removed all his "friends". I shot him, then I knocked him and I knocked him in order to left him alive.
He did not like to follow me. I guess I must him pay a special sum of money. Isn' t it?

Thank you!


Re: ArulcoVacations v12 BETA[message #362606 is a reply to message #362604] Sun, 07 March 2021 13:24 Go to previous messageGo to next message
Moosees

 
Messages:7
Registered:March 2021
Fan wrote on Sun, 07 March 2021 11:21

Skyrider: the mistake is in the game: He is in my party in order to escort him and he is further in my party in front of his heli as if I am escorting him further. He becomes no merc. He don't talk to me. I cannot open his inventory.
When he is close enough to the chopper that he stops walking:
Try going to strategic map and then clicking on Skyrider assignment and selecting "unescort" then go back to tactical map and talk to him.
Re: ArulcoVacations v12 BETA[message #362607 is a reply to message #362604] Sun, 07 March 2021 14:04 Go to previous messageGo to next message
edmortimer

 
Messages:1463
Registered:January 2015
Location: Home Free
Quote:
have tested it with the "refresh". The same: "ESC".

The other bug:

Skyrider: the mistake is in the game: He is in my party in order to escort him and he is further in my party in front of his heli as if I am escorting him further. He becomes no merc. He don't talk to me. I cannot open his inventory.

Another question:

I tried to recruit last week - suspicion - MIKE. But not successfull. I removed all his "friends". I shot him, then I knocked him and I knocked him in order to left him alive.
He did not like to follow me. I guess I must him pay a special sum of money. Isn' t it?

Thank you!

I'm still trying to figure out what is happening to Skyrider. As for Mike, I haven't changed his role in the game, and as far as I know all you need is very high Leadership, like Miguel.

Re: ArulcoVacations v12 BETA[message #362608 is a reply to message #362602] Sun, 07 March 2021 14:09 Go to previous messageGo to next message
edmortimer

 
Messages:1463
Registered:January 2015
Location: Home Free
Quote:

Murray "Pops" McGillicutty has an completely empty inventory window,
That is strange! That's gonna drive me crazy! Thanks for reporting it.


Re: ArulcoVacations v12 BETA[message #362625 is a reply to message #362608] Mon, 08 March 2021 17:18 Go to previous messageGo to next message
Moosees

 
Messages:7
Registered:March 2021
Got a runtime error while defending middle Drassen sector with militia and mercs vs a big attack. One of the militias was trying to pick up something from a dead enemy.

"Assertion Failure [Line 5913 in file Items.cpp]

Size of item 2686 (57) exceeds max item size (35)!"
Re: ArulcoVacations v12 BETA[message #362626 is a reply to message #362625] Mon, 08 March 2021 19:08 Go to previous messageGo to next message
edmortimer

 
Messages:1463
Registered:January 2015
Location: Home Free
Quote:

Got a runtime error while defending middle Drassen sector with militia and mercs vs a big attack. One of the militias was trying to pick up something from a dead enemy.

"Assertion Failure [Line 5913 in file Items.cpp]

Size of item 2686 (57) exceeds max item size (35)!"

Thank you. Item 2686 should be item size 22. You can fix it in your Items.xml but unless you reload before the enemy spawns the result will be the same.

Re: ArulcoVacations v12 BETA[message #362631 is a reply to message #362626] Tue, 09 March 2021 17:29 Go to previous messageGo to next message
Moosees

 
Messages:7
Registered:March 2021
Do you want reports on guns that eat ammo?
Re: ArulcoVacations v12 BETA[message #362635 is a reply to message #362631] Tue, 09 March 2021 22:06 Go to previous messageGo to next message
edmortimer

 
Messages:1463
Registered:January 2015
Location: Home Free
Quote:

Do you want reports on guns that eat ammo?
Thanks, no. Not the guns but the map sector info will help. The problem is not the gun itself but that I gave enemies RandomItem weapons in the Map Editor - those random weapons eat the ammo. I have to go into each map sector and delete any random weapons carried by enemies or civilians.

Re: ArulcoVacations v12 BETA[message #362640 is a reply to message #362635] Thu, 11 March 2021 22:56 Go to previous messageGo to next message
Moosees

 
Messages:7
Registered:March 2021
This is a weird one: it look like ceramic plates are randomly spawning. After defending Drassen Airport I have a stack of 21 plates that are not attached to anything, a few of them were probably there before the attack but the rest must have been dropped by enemies or just appeared out of nowhere.

Ok, loaded an earlier save, and I had 13 plates there, also three plates were in sector A3 and after sleeping in that sector and defending the airport the three plates in A3 are now four plates.

Side note just to clarify: I did not "remove all item attachments" after the airport defense.

[Updated on: Thu, 11 March 2021 23:00]

Re: ArulcoVacations v12 BETA[message #362641 is a reply to message #362640] Fri, 12 March 2021 02:41 Go to previous messageGo to next message
edmortimer

 
Messages:1463
Registered:January 2015
Location: Home Free
Quote:
This is a weird one: it look like ceramic plates are randomly spawning. After defending Drassen Airport I have a stack of 21 plates that are not attached to anything, a few of them were probably there before the attack but the rest must have been dropped by enemies or just appeared out of nowhere.

Ok, loaded an earlier save, and I had 13 plates there, also three plates were in sector A3 and after sleeping in that sector and defending the airport the three plates in A3 are now four plates.

Side note just to clarify: I did not "remove all item attachments" after the airport defense.
There was a similar bug regarding re-spawning items that was fixed, IIRC. That's a lot of ceramic plates for the early game, regardless. I haven't seen that, but I did have all 20 enemies equip gas masks after I used tear gas. That was a bummer, and not intentional that every soldier have a gas mask on day 3.

[Updated on: Fri, 12 March 2021 02:41]


Re: ArulcoVacations v12 BETA[message #362642 is a reply to message #362641] Fri, 12 March 2021 12:59 Go to previous messageGo to next message
sevenfm

 
Messages:2479
Registered:December 2012
Location: Russian Federation
Elites have 75% chance to have gas masks, army 50%.
They should not appear if they have too high coolness for progress, but in AV they have <ubCoolness>1</ubCoolness> so it's ok.
I can probably make chance progress dependent, but I never thought it could be a problem, gas mask is a standard military equipment after all, especially since army itself uses all kinds of gas attacks on rebels.

As for plates, elites always have them, for army it's a chance based check depending on a vest class.
As for dropped plates, since you have ATTACHMENT_DROP_RATE = 100 it's no surprise.

[Updated on: Fri, 12 March 2021 13:04]




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Re: ArulcoVacations v12 BETA[message #362643 is a reply to message #362642] Fri, 12 March 2021 13:54 Go to previous messageGo to next message
edmortimer

 
Messages:1463
Registered:January 2015
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Quote:

Elites have 75% chance to have gas masks, army 50%.
They should not appear if they have too high coolness for progress, but in AV they have <ubCoolness>1</ubCoolness> so it's ok.
I can probably make chance progress dependent, but I never thought it could be a problem, gas mask is a standard military equipment after all, especially since army itself uses all kinds of gas attacks on rebels.

As for plates, elites always have them, for army it's a chance based check depending on a vest class.
As for dropped plates, since you have ATTACHMENT_DROP_RATE = 100 it's no surprise.
Elites always having plates is new, and is not intended by me, so yes, it is a surprise - especially since I went to all the trouble of creating other types of armour plates and made them more common than ceramic in this backwater country in 1999.

Same goes for gas masks that appear AFTER the player uses tear gas. If they are going to have standard military equipment they need to have it all the time, they all need backpacks so they have room to carry the stuff, and also get the penalties for wearing a backpack. Otherwise, it's cheating.

And gas masks don't need to be high coolness . . . standard military equipment after all.

[Updated on: Fri, 12 March 2021 14:02]


Re: ArulcoVacations v12 BETA[message #362644 is a reply to message #362643] Fri, 12 March 2021 14:06 Go to previous messageGo to next message
sevenfm

 
Messages:2479
Registered:December 2012
Location: Russian Federation
edmortimer wrote on Fri, 12 March 2021 16:54
Elites always having plates is new, and is not intended by me, so yes, it is a surprise - especially since I went to all the trouble of creating other types of armour plates and made them more common than ceramic in this backwater country in 1999.
They don't always have plates, and not always ceramic type, just a random available for coolness. It's not even a plate always, just a random armour attachment thing.

Quote:
Same goes for gas masks that appear AFTER the player uses tear gas. If they are going to have standard military equipment they all need backpacks so they have room to carry the stuff, and also get the penalties for wearing a backpack. Otherwise, it's cheating.
It would be strange if enemy were always wearing gas masks when no gas nearby, they just carry them and put on when needed, just like mercs.
Why would anyone want to keep his gas mask in the backpack? It's usually some kind of small bag carried on belt or something.



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Re: ArulcoVacations v12 BETA[message #362645 is a reply to message #362644] Fri, 12 March 2021 14:16 Go to previous messageGo to next message
edmortimer

 
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Quote:
It would be strange if enemy were always wearing gas masks when no gas nearby, they just carry them and put on when needed, just like mercs.
Why would anyone want to keep his gas mask in the backpack? It's usually some kind of small bag carried on belt or something.
Yeah, but they don't carry them when there's no gas around, and they don't have a bag at their belt. It materializes out of thin air and they don't have to carry it around with whatever else they have.

Re: ArulcoVacations v12 BETA[message #362646 is a reply to message #362644] Fri, 12 March 2021 14:18 Go to previous messageGo to next message
edmortimer

 
Messages:1463
Registered:January 2015
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Quote:
They don't always have plates, and not always ceramic type, just a random available for coolness. It's not even a plate always, just a random armour attachment thing.
Well then, it ain't working like it's supposed to.

Re: ArulcoVacations v12 BETA[message #362647 is a reply to message #362645] Fri, 12 March 2021 14:33 Go to previous messageGo to next message
sevenfm

 
Messages:2479
Registered:December 2012
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edmortimer wrote on Fri, 12 March 2021 17:16
Yeah, but they don't carry them when there's no gas around
No, they carry them in the inventory, and put on when needed.

Quote:
and they don't have a bag at their belt.
They don't even have a NIV to have a belt in the first place. If you want them to carry belt, just give it to them in the editor.

Quote:
It materializes out of thin air and they don't have to carry it around with whatever else they have.
Nothing in the game materializes out of thin air.

Quote:
Well then, it ain't working like it's supposed to.
It works exactly how it's supposed to.



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Re: ArulcoVacations v12 BETA[message #362648 is a reply to message #362646] Fri, 12 March 2021 14:34 Go to previous messageGo to next message
Moosees

 
Messages:7
Registered:March 2021
The gas masks are pretty cool as is I think, the AI uses A LOT of grenades and in a really smart manner. They grenade the last known position of mercs and hide behind smoke screens almost every fight, if having masks help the AI do that then I'm all for having lots of gas masks, maybe lower the selling price for them to compensate?
Re: ArulcoVacations v12 BETA[message #362649 is a reply to message #362647] Fri, 12 March 2021 15:02 Go to previous messageGo to previous message
edmortimer

 
Messages:1463
Registered:January 2015
Location: Home Free
Quote:
Yeah, but they don't carry them when there's no gas around

No, they carry them in the inventory, and put on when needed.



Quote:

and they don't have a bag at their belt.

They don't even have a NIV to have a belt in the first place. If you want them to carry belt, just give it to them in the editor.

Quote:

It materializes out of thin air and they don't have to carry it around with whatever else they have.

Nothing in the game materializes out of thin air.

Quote:

Well then, it ain't working like it's supposed to.

It works exactly how it's supposed to.
So, no sense of me modifying ItemChoices_Enemy_Admin, ItemChoices_Enemy_Regular, and ItemChoices_Enemy_Elite anymore because what I put there is overridden. LBE is in those XMLs also - I'm not supposed to have to go into the editor and give every single enemy LBE . . . we have XMLs for inventory that we modify.

I don't object to gas masks, or grenades, or flashlights, or whatever else you decide they need . . . but there are XMLs for that, and if the incidence of the game choosing from the XMLs is too low (which I think it is, and obviously you think so also) then perhaps increasing the chance (equal to progress, I'd say) that each soldier gets an item from each category within those XMLs is a better way to go.

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