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0000459AFRF[All Projects] Generalpublic2015-03-31 04:112015-03-31 13:57
Jellesdejong 
reyhard 
normalminoralways
closednot fixable 
0.3.6 
 
No
1.40
Yes
0000459: Crew/cargo turret issues BMD's and BMP3's
Using the BMDs in automated crew creating scripts is near impossible, BMP3s have issues with this too, but not nearly as bad as the BMD's.

First off, BIS_fnc_Crewcount is wildly off on all BMDs and the BMP3. For example, using it on a BMD1 it returns 13 possible crew seats, while in reality you can only fit 7. In cargoscripts, this alone creates huge issues- not to mention scripts that sort vehicles by cargosize. This issue is probably the most important one as there is no other way to find out how many people actually fit without spawning the vehicle. (that I know of)

Second, when using a script to fetch all vehicle turrets (like the one at the bottom of the page here (https://community.bistudio.com/wiki/moveInTurret [^]) by KillZone Kid), you get a bunch of dead turrets in the array which, if left unchecked, will leave people stranded next to the vehicle.

Third is the failure of the CreateVehicleCrew command, which skips the commander on BMDs and the frontal gunners on both the BMDs and the BMP3s, because they're not listed as such. I understand this is probably by design, since on these vehicles these positions are basically cargo, but this adds to the difficulty to properly fill a vehicle without custom scripting for every vehicleclass.

These three, combined with the complete lack of moveInCargo and moveInCommander with the BMDs, limit your possibilities of filling up a vehicle with custom units and make it exceptionally hard to do so using the ways you have left.
first problem: create a BMD or BMP3 and give it a name in the editor. Count the crewseats using [bmdname, true] call BIS_fnc_Crewcount;. Try fitting that many people in there by just ordering them in and find that you can't.

second: using KillzoneKids function (bottom of this page https://community.bistudio.com/wiki/moveInTurret [^]), create a loop that will put your teammates in turret seats, eg. :
_units = units group player;
{
        _unit = _units select 0;
        _unit moveInTurret [_veh, _x];
        _units set [0,"delete"];
        _units = _units - ["delete"];
} forEach _arr;

3: using the setup for the first problem, just run:
CreateVehicleCrew vehiclename; hint str crew vehiclename;

Alternatively, try making a mission that sorts vehicles on vehiclesize and puts them in arrays, then puts randomly selected custom squads into vehicles they should fit into and run into major problems with the BMDs.
I love what you guys are doing! I hope this report helps you in any way. I can provide an example mission if needed.

Of course, a workaround would be to simply repeat the turretloop for everyone still outside after a single pass and then to delete everyone who didn't make it in because of the false BIS_fnc_Crewcount results, but considering game balance with highly customized squads, that isn't really desirable.

Another workaround I can think of is to spawn every single vehicle when starting a game and running a loop to fill it with people to record places people can actually sit, then delete everyone and the vehicle again, repeat. I think it's obvious that's a pretty blunt tool, especially considering how many vehicles you already put into this mod.
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Issue History
2015-03-31 04:11JellesdejongNew Issue
2015-03-31 04:18JellesdejongNote Added: 0001071
2015-03-31 13:57reyhardNote Added: 0001075
2015-03-31 13:57reyhardStatusnew => closed
2015-03-31 13:57reyhardAssigned To => reyhard
2015-03-31 13:57reyhardResolutionopen => not fixable

Notes
(0001071)
Jellesdejong   
2015-03-31 04:18   
A little added note, the BMP3 actually allows more people in than there are seats. (repro: get in commander, order enough units into the vehicle after you to completely fill it and then choose "move to passenger"; you're now sitting in the hull on top of the gunner). I think all of these problems may have the same origin.
(0001075)
reyhard   
2015-03-31 13:57   
it's drawback of current system

here you have some fix for that

http://feedback.rhsmods.org/view.php?id=196 [^]