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Campaign mission "Beyond Recognition" : Blackfoot doesn't crash
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Description

In the campaign mission "Beyond Recognition", after destroying the artillery and capturing the HQ, two NATO blackfoot helicopters arrive and start to attack our allies at the airfield. The player is tasked to go to the crash site of one of the two helicopters that is supposed to be down because it lost his tail rotor. The issue is : the helicopter never crash. It keeps flying over the heads shooting at things. It's a blocking bug because it's impossible to proceed with the rest of the mission.

I have tried to restart the mission several times with no luck.

A video showing the issue : https://youtu.be/xLljJ8XRT2o

Details

Severity
Block
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
Campaign Episode 2: Adapt
Steps To Reproduce

Play East Wind campaign mission "Beyond Recognition" until the two blackfoots enter the scene and try to secure the "crash site"

Additional Information

tested on ArmA3 : Apex 1.68 stable (x64)

Event Timeline

razazel claimed this task.Mar 30 2017, 11:46 AM
razazel changed the task status from New to Reviewed.
razazel added a subscriber: razazel.

Hello,

thank you for the feedback, could you please try to verify integrity of the game cache via Steam

Steam > right-click Arma 3 > Properties > Local Files tab > Verify Integrity of the Game Cache

I tried before and after Hotfix 1.68. No problem on this side. All files were validated.

Are you running any mods ?

@razazel I think I found the issue. You can actually complete "destroy the artillery" objective without completly destroying the armor (with an RPG-42 AT rocket in the ass for example). But, later, the blackfoot will not crash until it's fully destroyed. While the helicopter was still flying around shooting at things (like in the video I linked) I destroyed the artillery with explosives and the blackfoot went to the crash site on it's own after a minute.

In fact, it seems the blackfoots are supposed to target the artillery if it's not destroyed in order to proceed to the crash site but despite they're firing a lot of rockets at it, the artillery doesn't explode.

PiepMGI added a subscriber: PiepMGI.EditedApr 8 2017, 9:25 PM

It's directly linked with the 1.68 general problem of hit effects inconsistency.
Before 1.68, there were some logical links between calibers / armor / effects / HUD display (for hit points). The only damage global command was inconsistent as you obtained 0 for some cars almost totally destroyed by 7.62 (example).

Now, and probably due to the will to avoid systematic explosion when a vehicle is bullet riddled, there is a deeper step in inconsistency. Damage command is still useless for scripts, but also HUD displays are missing some hulls or guns hit points, some guns are staying operative when they should be destroyed. Example:
Just fire an AH9 at a prowler armed (with minigun 5000 "nullets") The hull is never hit (HUD) and the car never explodes). Then jump into the "wrecked" prowler, feel free to use its MK30 as it's like new (no hitpoint for prowler's gun), and return fire to AH9. It takes some time to hit all parts but the helo explodes. Minigun 0 / HMG 1.

See also https://feedback.bistudio.com/T124183

This comment was removed by dedmen.
dedmen added a subscriber: dedmen.Jul 12 2021, 4:00 PM