BlackHawk Posted July 5, 2019 CO15 Treasure Island V1, "treasurescript" scripterror, jips stuck in the ocean. Quote Share this post Link to post
Gkenny Posted July 5, 2019 (edited) CO20 Narcos Tanoa - Helicopter crew has no radios and no rack Edit: Disregard, didn't know about new intercom interface at the time Edited July 7, 2019 by Gkenny Quote Share this post Link to post
BlackHawk Posted July 5, 2019 CO34 Poppy Fields v3 - Spectator script error Quote Share this post Link to post
Gkenny Posted July 6, 2019 CO18 BDA Ford HC V1.1 - only has 16 Playable Slots Quote Share this post Link to post
Perfk Posted July 6, 2019 (edited) CO40 Leafy Leaf - Broken Babel - likely incorrect framework config: "Casualty count. Warning no unots on team "East...." - Random lag Edited July 6, 2019 by Perfk Quote Share this post Link to post
Perfk Posted July 13, 2019 CO40_Clockwork_V1.tem_anizay.pbo - Medic is not of ACE class Medic. Unable to do his job. Quote Share this post Link to post
Perfk Posted July 20, 2019 TVT 41 SND V2 Radios broken (spawned radio for Blufor Pilot and random RTO dude Napalm script not working for jet. Quote Share this post Link to post
Gkenny Posted August 3, 2019 TVT28 Reclamation PR FATA - No description in slotting screen, 2 blufor platoon leaders, AO not suited for suppression mod Quote Share this post Link to post
MasterBlaster Posted August 3, 2019 CO16 RAID Military base V4 - Broken End Conditions. Quote Share this post Link to post
Deathstrike Posted August 3, 2019 TVT42 Dola Toll V1 - INDFOR Medic not assigned as ACE Medic Radios not scrambled Briefing not up to SOPs Quote Share this post Link to post
Perfk Posted August 10, 2019 TVT53_Strelka_Staredown_Redux_V1.utes.pbo No slots on opfor. Quote Share this post Link to post
Perfk Posted August 10, 2019 TVT54_Abbadaez_Assault_v2_1.fata SEM SL 52, was not working for OPFOR, spawned in 148 as replacement. Quote Share this post Link to post
Gkenny Posted August 23, 2019 CO11 Stalling Time V1 Rosche Main AI attack on opfor with trucks never comes, russian reinforcements go behind friendlies and into town Quote Share this post Link to post
PaxJaromeMalues Posted August 23, 2019 CO29 Dark Deeds on Takistan thrown back into mission selection Quote Share this post Link to post
Gkenny Posted August 23, 2019 CO27 The Ambassador Remake V1 Chernarus Chedaki BTR 60 breaks mission, throws back to mission selection screen Quote Share this post Link to post
RedCard Posted August 24, 2019 (edited) 2 hours ago, Gkenny said: CO11 Stalling Time V1 Rosche Main AI attack on opfor with trucks never comes, russian reinforcements go behind friendlies and into town Thanks! To be clear, were the reinforcements alerted beforehand? As stated in the brief, enemy probes will alert them and they will attack from the indicated direction if BLUFOR is spotted (and they will arrive before the main convoy). This is intentional (but not something we are used to and if it just doesn't work as a mission concept I'll avoid it in the future). In testing on the server I was able to avoid being spotted and the convoy did arrive, but it may have had to do with just being one player and aware of this added difficulty. I could also adjust how soon the (randomized) probes are launched towards BLUFOR lines. Edited August 24, 2019 by RedCard Quote Share this post Link to post
RedCard Posted August 24, 2019 (edited) 25 minutes ago, RedCard said: Thanks! To be clear, were the reinforcements alerted beforehand? As stated in the brief, enemy probes will alert them and they will attack from the indicated direction if BLUFOR is spotted (and they will arrive before the main convoy). This is intentional (but not something we are used to and if it just doesn't work as a mission concept I'll avoid it in the future). In testing on the server I was able to avoid being spotted and the convoy did arrive, but it may have had to do with just being one player and aware of this added difficulty. I could also adjust how soon the (randomized) probes are launched towards BLUFOR lines. Confirmed with Gkenny that there was more going on here. Mission broken until I figure out how to better sort out Arma 3 AI priorities for defensive missions of this kind. Edited August 24, 2019 by RedCard Quote Share this post Link to post
Impulse 9 Posted August 26, 2019 CO51_SBCT01_BreakingIn_HC_v1.Takistan Missing SQF ai_drivers.sqf - Hangs entire server. Mission must not have been tested per mission maker requirements. Quote Share this post Link to post
SpitFir3Tornado Posted September 14, 2019 Both of my TVT40s on Tanoa. Quote Share this post Link to post
Aphex Posted September 18, 2019 (edited) Please remove the following mission pending conversion to OlsensFW. Anizay: TVT42 Dola Toll COTVT35 Pillar of salam COTVT10 Duck Duck Goose Rosche TVT47 Oh Lordy Ruha COTVT35 That tree just talked COTVT8 Drunk driving TVT42 Pillar of ohmen TVT50 Hole in one TVT51 Route root Edited September 18, 2019 by Aphex Quote Share this post Link to post
Gkenny Posted September 20, 2019 Co33 Berezino Siege Chenrarus - No slots Quote Share this post Link to post
Gkenny Posted September 20, 2019 (edited) Co23 Island Thunder V1 Altis - ACRE error that broke radios near start of mission, no JIP Edited September 20, 2019 by Gkenny Quote Share this post Link to post
HelloCam3 Posted September 21, 2019 @Gkenny There is JIP teleport, it is done through the ACE Self Interaction menu. As for the ACRE error, I can't pin that down. I did have the ACRE framework disabled in the UO Framework but I switched that on now. Maybe it will fix it, maybe it won't. Quote Share this post Link to post