Arma 3
Dynamic Recon Ops ACE - Fallujah v1.2/v2.0
Brenner650 27 Apr, 2022 @ 3:40am
Type Bool, expected Number,Not a Number
Hi, firstly I would like to thank you for the effort you are putting into updating this mission.
Secondly I am having a hard time to use it on dedicated server, just downloaded latest version and I get this in my .rpt:

"Error in expression <then {
Error position: <> 0) then {
Error >: Type Bool, expected Number,Not a Number
File mpmissions\__cur_mp.fallujah\start.sqf..., line 248"

That error pops out on mission generation, which is looping, so the mission never actually starts.

Mods used:
CBA_A3
CUP Terrains Core
CUP Terrains Maps
Fallujah
Ace 3
CUP Weapons
CUP Units
EnhancedMovement
EnhancedMovementRework
AdvancedRappelling
AdvancedUrbanRappelling

Thanks.
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Brenner650 27 Apr, 2022 @ 5:40am 
The above was solved by changing > 0 to == false in start.sqf line 248
if (ace_advanced_fatigue_enabled == true) then {

That made the mission generate, but with more errors (also there is stamina on, even thou it was disabled in the mission options and description.ext):

https://pastebin.com/TEudguqD
Last edited by Brenner650; 27 Apr, 2022 @ 5:42am
chazbotic  [developer] 7 May, 2022 @ 2:26pm 
ACE Advanced Fatigue, if enabled by the server, will force stamina to be enabled in the mission. i do try to override and set it to disabled, but this will not work if the setting is forced in any way after the mission is started. if you want to play the mission without stamina, you must remove ACE Advanced Fatigue from your addons or not force the setting.

i have corrected the type in a newer version that will be published later next week along with other fixes.

the errors are the functions trying to position units at building positions, but the building does not have a valid array in it's config - this is a known issue with some older Arma buildings, or custom buildings and there is no fix other than replacing the building with one that has the positions array properly defined.

https://community.bistudio.com/wiki/BIS_fnc_buildingPositions
Last edited by chazbotic; 7 May, 2022 @ 2:30pm
Brenner650 7 May, 2022 @ 4:15pm 
ACE Advanced Fatigue has been force disabled in CBA settings file, yet for some reason, when I start the server it is enabled on the server.
CBA_has_settings_file has been removed from description.ext (tried to comment it first, then completely removed it), and my CBA_settings.sqf is in the userconfig folder in server root. (so far did not have any issues in a setup like that).
Not sure if I am missing something here.

Also is there a way to have all params defined somewhere in the files?
So when the server starts to go directly to mission generation. (dedicated server)

Thank you for fixing it and for the explanation. :)

P.S. I have logged in as admin, disabled ace fatigue in cba settings on the server and client, saved as autosave, and so far no stamina :)

Also noticed that if random deployment is chosen and ground spawn randomly selected, it does not port player to FOB from graveyard.
If halo jump is randomly selected, you get kicked out of a plane with no parachute attached (did not take it from the Arsenal))
Heli deployment so far did not happen.
If I choose ground, it works fine.
Last edited by Brenner650; 7 May, 2022 @ 5:28pm
chazbotic  [developer] 3 Jun, 2022 @ 6:24pm 
define ACE settings per standard CBA settings framework through the user config file and force the settings you want to have effective.

if you want a dedicated server to proceed directly to a mission edit your server.cfg file's missions{} class as outlined in the documentation: https://community.bistudio.com/wiki/Arma_3:_Server_Config_File

i haven't been able to duplicate any failures to fake respawn at the insertion point, so i'm not sure what might cause that unless the location is invalid or someone joined in progress in the middle of mission generation (all players must be present in the lobby). if you are playing by yourself be sure that headless clients don't have a weird configuration.

HALO jumping works normally when i test, parachute is attached and backpack is virtualized as expected. this will not work if you have something like backpack on chest in use to store the backpack or are doing something else that could affect attachTo or virtualization of inventory.
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