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All good.
Then don't use ACE or something..
Yep, I got narrow it down to specially the metal barrel being down with my modset, but that might be because of said conflict, dont worry about it for now; I will try some clean tests to see what is actually going on.
I have no idea without seeing your mod list, but given I can't replicate your error after testing the mod on it's own in a MP environment then I can only surmise it's something on your end.
Sorry I can't be any more helpful.
I am yes, are there any known mods that could be causing a conflict?
Ran test mission in MP with debug enabled, placed one unit, one barrel, destroyed barrel then left the mission, no errors on screen, no errors reported in my ,rpt either.
No other mods loaded except Exploding Objects.
Like I asked earlier, are you using other mods?
Could be a conflict somewhere?
My bad yes, I meant the normal single barrel 'Metal Barrel'.
This issue is only visible if you enable debug mode and/or show script errors from my experience and more importantly only shows up if you run said mission with a barrel placed in MP (you can also start MP mission from 3DEN editor to make it show up)
Exploding Objects doesn't add destruction effects to the burning barrel, it only adds effects to the regular metal barrel.
Anyway, I just tested the mod in VR and placed both barrels, I didn't get any errors.
Are you using any other mods besides Exploding Objects?
Place the metal barrel burning creates a "Error local variable in global space" which can completely make mission script crash as it gets spammed each 1 second or so.
I have added you as a friend and can send RPT logs and such if you need it.
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#scope
Sorry, I won't be removing it as it might compromise missions already using it as an exploding object, you can, however, make it optional by removing the "eo_transferswitch" pbo from the addons folder.
Or make it optional which objects can explode and which don't...
The normal barrels from vanilla and CUP Terrains Core
What objects did you have in mind?
Is there an init script version that I can use on objects that aren't included in the mod WHILE using the mod? or a module that I could attach?
Thank you for this!
I tested and tried to implement that before releasing this but it proved to be far to unstable.
Damm then the player knows something can blow up
Yes, unfortunately it does.
https://youtu.be/k90_BkQmnD0
Yes you can.
That's an idea. Albeit a lot of work. I can't help thinking though, if I find the proper classname for each object and then get Rydygier to code a "replace all" file. Hee Hee!
You can use the 'Hide Object' module from the editor together with scripting in each module's init box, that's how I'm replacing the unusable wells in Livonia with ACE-compatible ones. You'll have to do big amounts of copypasting.
I assume your meaning objects that are already baked into a map, unfortunately not.
Thanks for the kind words all the same buddy. ;-)
Just playing Arma a bit again.
Is there a way to "replace all" of the default objects with yours?
Sorry your having issues but the mod works as intended, I just tested it myself.
If you want any kind of help could you better describe your testing process.