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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0005269 | USAF | [All Projects] General | public | 2019-09-15 00:28 | 2019-09-16 03:56 | ||||||||
Reporter | jexon | ||||||||||||
Assigned To | reyhard | ||||||||||||
Priority | none | Severity | minor | Reproducibility | always | ||||||||
Status | acknowledged | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | |||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0005269: rhs_weap_m27iar_grip | ||||||||||||
Description | not critical, but... take ai with m27 http://joxi.ru/KAgBgnqCEZKMv2 [^] rhsusf_usmc_recon_marpat_d_autorifleman_lite rhsusf_usmc_recon_marpat_d_autorifleman_fast and play reload magazines. after see rpt 1:12:50 Inventory item with given name: [rhsusf_acc_anpeq16a_h] not found http://joxi.ru/vAWOzGnSgnOdEA [^] | ||||||||||||
Tags | No tags attached. | ||||||||||||
Is it a wish/request? | No | ||||||||||||
RHS version | Stable | ||||||||||||
Arma 3 version | 1.94 | ||||||||||||
Did you used any other mod when the error occurred? | No | ||||||||||||
Which mods? | all rhs only | ||||||||||||
Attached Files | |||||||||||||
Notes | |
(0009875) da12thMonkey (administrator) 2019-09-15 14:07 |
It's just because the PEQ-15/PEQ-16 scripts use the same `rhs_anpeq15_base =` parameter for both the rail positioning script and the laser/light switching script for simplicity. The side-mounting PEQ-16 has this param for laser/light switching, even though it doesn't require have a position-switched variant like the top-rail mounting version does. So when the HK416/SCAR runs its check of the weapon attachments to see if it needs to load the position variant, it tries to run the script on the side-mounting PEQ-16 because it has the flag, but can't find the class variant it wants to find with a "_h" (M27/HK416) or "_sc" (SCAR) suffix. The scripts might get some updates in future since we talked about adding support for handguns and launchers. In which case maybe we can maybe run some additional checks or config flags that will stop the script before the .rpt has chance to moan about it. But as said, it's not really indicating a problem - just the game being vocal about an object not doing something it thinks it should be able to do. |
(0009877) jexon (reporter) 2019-09-16 03:56 |
OK. Thanks for the detailed answer |
Issue History | |||
Date Modified | Username | Field | Change |
2019-09-15 00:28 | jexon | New Issue | |
2019-09-15 14:07 | da12thMonkey | Note Added: 0009875 | |
2019-09-15 14:07 | da12thMonkey | Assigned To | => da12thMonkey |
2019-09-15 14:07 | da12thMonkey | Status | new => assigned |
2019-09-15 14:08 | da12thMonkey | Assigned To | da12thMonkey => reyhard |
2019-09-15 20:30 | da12thMonkey | Status | assigned => acknowledged |
2019-09-16 03:56 | jexon | Note Added: 0009877 |
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