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Mortar weapon related bugs (since version 0.6)
Assigned, WishlistPublic

Description

I noticed some bugs with the mortar mk6 weapon that prevents me from correctly integrating it into my mission:

  • bug 1: if [BLUE/OPFOR/EAST] mk6 is disassembled, then assembled, the newly assembled mortar is no longer referenced by the variable that referenced the mortar before it was disassembled (there problem does not occur with the west Mk6 mortar)
  • bug 2: also concerns east mk6 mortar, after this weapon is disassembled then reassembled the newly assembled mortar has the same model as the west mk6 mortar, if a west player destroys this newly assembled eastern mk6 mortar it loses score points because the weapon is considered to be on west side and not on east side as expected
  • bug 3: also concerning east mk6 mortar only, if this weapon is reassembled in multiplayer game, the JIP players will see 2 east mk6: one on the initial position and the one that was reassembled; the player that reassembled the mortar before the JIP player joined cannot see the second mk6 in the initial position
  • bug 4: concerns both mk6: the "weapondisassembled" event handler does not trigger when the mk6 is disassembled {F19844}

Details

Legacy ID
3888151178
Severity
None
Resolution
Open
Reproducibility
Always
Category
Scripting
Steps To Reproduce

Open and play the attached mission.

  • enter the east mk6 and execute following statement with debug console:

hint str (vehicle player == mor_e)

    • the answer is true
  • get out and disassemble east mk6, no side chat message is displayed even though the mk6 has the following statement in the init line:

this respawnVehicle [10]; this addEventHandler ["WeaponDisassembled", {player sidechat "weapon to bags"}]

    • which proves bug 4 exists
  • reassemble mk6, the newly assembled mk6 has the same model as the west mk6, this proves bug 2 exists
  • enter the newly assembled east mk6 and execute following statement with debug console:

hint str (vehicle player == mor_e)

  • the answer is false which proves bug 1 exists

Event Timeline

d3nn16 edited Steps To Reproduce. (Show Details)Jun 9 2013, 8:32 PM
d3nn16 edited Additional Information. (Show Details)
d3nn16 set Category to Scripting.
d3nn16 set Reproducibility to Always.
d3nn16 set Severity to None.
d3nn16 set Resolution to Open.
d3nn16 set Legacy ID to 3888151178.May 7 2016, 2:32 PM

weaponAssembled
weaponDisassembled
events should be assigned to the player not the weapon.

If you want to keep the variable with mortar reference you can assemble it yourself with

player action ["assemble", mor_e]

you have to wear tube bag

OTHER related mortar bugs since this has been assigned:

http://feedback.arma3.com/view.php?id=12926
http://feedback.arma3.com/view.php?id=10988

Also bags that result in mortar disassembly cannot be deleted or moved

d3nn16 added a subscriber: d3nn16.May 7 2016, 2:32 PM

This issue may be closed.
Bugs 1 and 2 are fixed, bug 3 hasn't been noticed since and bug 4 is not a bug (as pointed out by Killzone Kid)

I've just retested some bugs from this ticket and the issue is not resolved as there is still rather serious bug with mortar assembly/dissasembly. However this could well be related to the bug with items disappearing when picked up from the ground. Will have to wait and retest on Monday after DEV update.

Ok this bug is random, but it is related to JIP and disassembled weapon, mortar in this case.

  1. create NATO mortar on client
  2. disassemble it
  3. drop to lobby and rejoin
  4. use default action to pick up one of the bags
  5. use default action to pick up the other bag, 1st bag will replace it
  6. do this swap 3-4 times
  7. assemble mortar

Now this is what is likely to happen

a. mortar will get assembled and you end up with extra bag on the ground
b. mortar will get assembled and then disappear shortly. In this case it will disappear from the client hint str vehicles [] but on server vehicles [mortar....]
c. if you enter mortar as gunner and it disappears while you on it, you become invisible, can fire once and cannot get out of deleted mortar.
d. after few experiments like this when there are enough half deleted mortars joining the mission again most likely will result in red chain.

Pretty weird and serious bug.

EDIT: nope they dont sync for JIP

jgaz-uk added a subscriber: jgaz-uk.EditedMar 12 2017, 1:53 PM

Found on 11/032017

You can take a Mortar apart & re assemble it if its in the mission to start with but ones in crates ( tube & tripod ) when assembled disappear into thin air for some reason?

To test; in editor select default Stratis, default playable unit. select Props, Equipment, dismantled weapons , from there put a Nato tube & a tripod down select play pick up one & select assemble & see what happens.

Found on 11/032017

You can take a Mortar apart & re assemble it if its in the mission to start with but ones in crates ( tube & tripod ) when assembled disappear into thin air for some reason?

To test; in editor select default Stratis, default playable unit. select Props, Equipment, dismantled weapons , from there put a Nato tube & a tripod down select play pick up one & select assemble & see what happens.

Works fine for me. You said tripod, there is no mortar tripod it says Mk6 bipod. Could it be that you trying to combine incompatible items?

jgaz-uk added a comment.EditedMar 14 2017, 12:24 AM

Sorry meant bipod. If taken from crates or placed via props they disappear on assembly, but if there is a working mortar in the mission you can take it apart & reassemble it.

Just tested as A3 vanilla & it works.
When running addons the vanilla un-assembled 2 mortar parts disappear, but the RHS addons mortars all work so mut be an addon bug :(

Tested the CSAT & that works, it's only the NATO ones that disappear ???