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benny-edition-cti-0.97-zerty-modification's Issues

Envoirement Respawning

Hello again,

I noticed recently that trees, walls and other envoirement is respawning very frequent. That did cost some helicopters and Medical Trucks ^^
Intended or Bug?

Tac HUD

Add a Key to Hide the Tac Hud.

Handle AI Purchases

If buing a heli to an AI group. It seems to be filled with Pilots in all places. Think it can be becuase of Server_HandleAIPurchase.sqf line 119.

Partols

1.3.1.0 pre4
Partols are not being spawned / removed properly
Empty Patrol Vehicles all over the map.
Can not be repoduced: Random

2015-04-19_00003

Commander dismissing

1.3.1.0 pre4

Commander can instantly retake the commander seat, after he got voted off. (no cooldown)

HQ does not get recognized as HQ by Crossroad: Strat Mode

Hq packed as Container. Gets blown up.
As you have repaired it:
there is no more Strat Mode Message that hq got repaired
nor message when it gets destroyed nor cash for the enemy team when they blow it.

Here comes the part where it really sucks: Friendly fire is working again on HQ. And it feels like driving an Offroad after. f.e: hitting a medium bush with wheels destroys them ^^
Ty in Advance

Missing Crew on MQ4A

AI crew of the MQ4A Grayhawk were missing, not able to take control of driver or gunner
(1.3.1.0 pre4, end game, loaded from save file)

HQ recovery

HQ, packted as Container, despawns underwater.

Recovery under water not possible, since repair containers are being destoryed in the water as well.

Gear overload

  1. You have a Titan Launcher with an At middle loaded
  2. You purchase Equipment from the Menu with 95-100% load (Titan missile is empty)
  3. Parts, magazines, ammo... Is disappearing.

Reason: The missile inside the Titan Launcher you already have is not being removed when you purchase new gear raising the capacity of the new Equipment over 100% (about 115%). It's not possible to add more than 100% Equipment, so the stuff that gets added last can not be added (usually the GPS, Rangfinder, Weapon, Chestplate)

Group Managment / Switching Groups

Directly joining a diffrent group (e.g over an invitation), leaves your previous AI in "empty" (non-player contolled group). Also your money is stored in that group. At the same time you are no longer able to join back into the "empty/AI" group, resulting in a new group with the start cash of 2400 and the loss of all your previous money.

Directly joining a diffrent groups seems to skip the "leave" or "join" event, creating this issue.

Units on Debug Island

1.3.1.0 pre4

As seen on the screenshot: Opfor debug Island is empty, no units there, Bluefore Island seems fine. Dead soldiers stacked up on the corner of the map, probably opfor bodies.

2015-04-19_00006

Commander income

Commander being payed twice for capturing a town, when he is inside.

Town Occupation spawning behaviour

Team A and B at Town X.
Team A owns X, they have town occupation.
Team B attacks X, kills all the defense, captures X.
1 AI / Player of Team A hides within capture range, Team B got plenty units and Tanks on the caputre Range.
Team A is capturing X, townoccupation spawns as soon as the town got caputured back.
It repeats from here on until Team A is no longer trying to defend or until Team B is no longer trying to attack.

Requesting Rework of the capturing behaviour!
Problem 1: You are able to caputure even with less people than the defending side.
Problem 2: Townoccupation spawning in to early (Town not getting inactive / activate?)

Server_StartFactoryQueue.sqf

When running version becti_0097_z1302WT.Altis my the server log is filled with these messages.

File mpmissions__cur_mp.Altis\Server\Functions\Server_StartFactoryQueue.sqf, line 81
Error in expression <) == _req_classname && (_x select 2) == _req_time) exitWith {_is_present = true}>
Error position: <_req_time) exitWith {_is_present = true}>
21:15:45 Error Undefined variable in expression: _req_time

Automanned Defense

If Automanned defense are placed in 2 Bases, they try to regroup on their squad leader rather than getting in their defense.
Squad lead in Base 1 with some defense.... --> Ai in Base 2 starts to run to Base 1

Structure selling

1.3.1.0 pre4
As soon as the HQ has been destroyed the commander meight not be able to access the base management menu, in order to sell the base.

Rework the vehicle lock

ATM: Only the buyer keep the hand on the vehicle lock whatever his group his, migth need to rethink that.

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