OFPEC Forum

Editors Depot - Mission Editing and Scripting => Arma2 - Editing/Scripting Multiplayer => Topic started by: Ironman on 07 Jun 2010, 04:42:30

Title: UAV MODULE, I HATE IT!
Post by: Ironman on 07 Jun 2010, 04:42:30
was wondering if anyone has ever worked on a UAV module for use in a dedicated server..... I set up everything I had to in the mission... all the sync lines. Everything works fine on my local but, EVERYONE KNOWS THIS STORY!, it says the UAV is destroyed when I try to access it.

#loop
It is such BS, the point of a module is to make mission making easier.... not having to write freakin 1000 lines of code. I just freakin am getting sick of hitting walls on so many of my missions by freakin BIS not f****** doing things in a logical order.

When a player hits UAV to access it, that is the only time you should check to see if the designated UAV is alive... if not then you give that bullcrap message that comes up when it is not SUPPOSE TO!

I am getting tired of all these "features" that are more complicated than it needs to be. To top it off, most the shit doesn't even work right. If any other company made a product this terrible everyone would leave. We all stick around waiting and hoping for something as enjoyable as OFP, the original. BIS you are crushing our dreams with every release/update.

if(_x>10000000) then goto: #next
goto: #loop

#next
exit; //end rant

and incase you didn't know, you need to put a sleep at the end of loop..... just something more to cunfuzzle you.
Title: UAV MODULE, I FIXED IT!
Post by: Gaia on 07 Jun 2010, 14:20:42
Quote
UAV MODULE, I HATE IT! (...) EVERYONE KNOWS THIS STORY!, it says the UAV is destroyed when I try to access it (...) you give that bullcrap message that comes up when it is not SUPPOSE TO! (...) BIS you are crushing our dreams with every release/update.
Hello,
thanks for repro, I fixed the bug. It should be part of upcoming patch ;)
Title: Re: UAV MODULE, I HATE IT!
Post by: h- on 07 Jun 2010, 16:25:14
 :D

And I was about to suggest Ironman to report this to the CIT so that it might get fixed..  :P

EDIT:
But, yeah, it happens. You don't need much of a repro, put up player and playable guy, set up the UAV + terminal hassle and export the mission to MP and test (on dedi). You can't use the UAV because it's reported destroyed by the module although it's flying about, not destroyed.
Title: Re: UAV MODULE, I HATE IT!
Post by: Ironman on 07 Jun 2010, 22:43:07
I am just tired of hitting all of these walls when they said the mods make mission making easier... bunch of lies.


what is this thing you mentioned CIT?
Title: Re: UAV MODULE, I HATE IT!
Post by: h- on 08 Jun 2010, 07:27:06
Comunity Issue Tracker (http://dev-heaven.net/wiki/cis)
Title: Re: UAV MODULE, I HATE IT!
Post by: Ironman on 08 Jun 2010, 10:16:29
this has nothing to do with the Beta patches that are coming out though. It is just a normal issue on the most up-to-date official patch.... forgot the numbers, to many to remember lol.... 1.05 or something right?
Title: Re: UAV MODULE, I HATE IT!
Post by: h- on 08 Jun 2010, 11:04:10
The CIT is not just for the beta patches (many fixes in 1.05 were reported in the CIT back in the day), the most recent bug reports most likely are for the beta patches because people are testing them..
Title: Re: UAV MODULE, I HATE IT!
Post by: Ironman on 08 Jun 2010, 20:33:47
so no one has a way to fix the problem then?
Title: UAV MODULE, DON'T HATE IT!
Post by: Gaia on 28 Jun 2010, 19:52:13
Fixed in 1.07, have fun.

P.S. Thanks for that hilarious bugreport ;)
Title: Re: UAV MODULE, I HATE IT!
Post by: Ironman on 12 Jul 2010, 23:16:26
yea no problem. Can I just ask what the problem was? Like seriously, was it a missing semi colon in the BIS's default code or something? I bet it was something stupid like that.