Arma 3
Sci-fi Support Plus
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Phenosi  [developer] 15 Jan, 2023 @ 9:07am
BUG REPORTS
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Title:
Description:
Steps to recreate bug:

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Showing 1-15 of 75 comments
Echo117 17 Jan, 2023 @ 1:06pm 
so i can confirm i tested with and without the mod and the moment i take control of an ai with the mod after editting it loaduot on it screws the space marine character, it also on the left appears a things saying skeleton detection

Title opex skeleton detection system
description: opex skeleton system detects space marines as not having a human skeleton, but also not having a spartan or elite skeleton leading to space marines getting taken out of the armor and reset to human.

steps to recreate place down a space marine, give marine zues, in zues remote control a human ai. result is character will lose zues and get skeleton changed.
Last edited by Echo117; 17 Jan, 2023 @ 1:21pm
Phenosi  [developer] 17 Jan, 2023 @ 2:07pm 
Originally posted by Echo117:
so i can confirm i tested with and without the mod and the moment i take control of an ai with the mod after editting it loaduot on it screws the space marine character, it also on the left appears a things saying skeleton detection

Title opex skeleton detection system
description: opex skeleton system detects space marines as not having a human skeleton, but also not having a spartan or elite skeleton leading to space marines getting taken out of the armor and reset to human.

steps to recreate place down a space marine, give marine zues, in zues remote control a human ai. result is character will lose zues and get skeleton changed.

@echo117, Thanks for the bug report.
We have found the issue and resolved the problem, please update your mod.
Echo117 17 Jan, 2023 @ 2:09pm 
yee will do
Sparrow 25 Jan, 2023 @ 7:10am 
Got 2 errors so far:

When using the Star Wars laser barrages, if the module is placed on uneven terrain it won't go properly onto the module location and will land instead of 100 meters off target.

The UNSC MAC cannon for some reason also fires an archer missile, just noticed it.
Phenosi  [developer] 27 Jan, 2023 @ 2:34am 
Originally posted by Sparrow:
Got 2 errors so far:

When using the Star Wars laser barrages, if the module is placed on uneven terrain it won't go properly onto the module location and will land instead of 100 meters off target.

The UNSC MAC cannon for some reason also fires an archer missile, just noticed it.

The first one error can be fixed by placing it on a relatively flat terrain part.
The second error isn't and error. we use a combination of effects and munitions to also simulate the proper damage models respective to that mod.
LuckyShadowCat 27 Jan, 2023 @ 12:18pm 
I will confirm the star wars modules do not land on their target, I saw the suggestion to use them on flat terrain but they still land some 200 yards off. I have not tested these on the other SIFI modules but the Fire Support Plus modules work just fine! Also thank you so much for adding Ion and Turbo laser strikes! They are perfect! Just wish they would land where i place them!
Phenosi  [developer] 27 Jan, 2023 @ 12:48pm 
Originally posted by LuckyShadowCat:
I will confirm the star wars modules do not land on their target, I saw the suggestion to use them on flat terrain but they still land some 200 yards off. I have not tested these on the other SIFI modules but the Fire Support Plus modules work just fine! Also thank you so much for adding Ion and Turbo laser strikes! They are perfect! Just wish they would land where i place them!

We can try and make it more accurate.
Arbiter Thel 28 Jan, 2023 @ 9:51pm 
i cannot get the orbital auto cannon and shredder cannon to spawn
Koko 29 Jan, 2023 @ 11:23am 
Title: Errors when unloading a mod from load order
Description:
Hi Phenosi, I'm testing loading this mod with OPTRE, as well as with/without OPAEX, and if I load the mod without OPAEX, it throws a bunch of errors on main menu. I can't find any CBA settings or anything to prevent it from "checking" for OPAEX, assuming it may have sort of "cached" that it was there. Also noting, I don't see additional modules when I do have it loaded.

Thanks!

Warning Message: No entry 'bin/config.bin/CfgAmmo/OPAEX_A_GBU1105_LGB.simulation'.

Steps to recreate:
Create load order using at least-
ace, Operation Trebuchet, Operation Arsenal Expanded, Sci Fi Support Plus (and companion mods) - Sci Fi Support Plus seems to need to be loaded higher up in the load order than OPAEX
Load game
Close game
Unload OPAEX and load game again
Note that the menu screen now throws errors related to OPAEX (visible in rpt)
Phenosi  [developer] 29 Jan, 2023 @ 11:27am 
Originally posted by Kolovok:
Title: Errors when unloading a mod from load order
Description:
Hi Phenosi, I'm testing loading this mod with OPTRE, as well as with/without OPAEX, and if I load the mod without OPAEX, it throws a bunch of errors on main menu. I can't find any CBA settings or anything to prevent it from "checking" for OPAEX, assuming it may have sort of "cached" that it was there. Also noting, I don't see additional modules when I do have it loaded.

Thanks!

Warning Message: No entry 'bin/config.bin/CfgAmmo/OPAEX_A_GBU1105_LGB.simulation'.

Steps to recreate:
Create load order using at least-
ace, Operation Trebuchet, Operation Arsenal Expanded, Sci Fi Support Plus (and companion mods) - Sci Fi Support Plus seems to need to be loaded higher up in the load order than OPAEX
Load game
Close game
Unload OPAEX and load game again
Note that the menu screen now throws errors related to OPAEX (visible in rpt)

Thanks for the bug report, I don't reccomend using these two mods together currently.
Koko 29 Jan, 2023 @ 3:09pm 
Hi Phenosi, just to clarify, do you mean two mods as in SciFi Support Plus and OPAEX?
This specific bug occurs when I don't load OPAEX alongside your mod, but does not occur when they are both loaded. Thanks!
Phenosi  [developer] 30 Jan, 2023 @ 3:36am 
Originally posted by Kolovok:
Hi Phenosi, just to clarify, do you mean two mods as in SciFi Support Plus and OPAEX?
This specific bug occurs when I don't load OPAEX alongside your mod, but does not occur when they are both loaded. Thanks!

Thanks for the clarification, we might be able to fix it then... regardless as of right now it inherits a l ot from OPAEX directly and due to how arma 3 works, it is not recommended to load both.
Phenosi  [developer] 8 Feb, 2023 @ 12:42pm 
Originally posted by LuckyShadowCat:
I will confirm the star wars modules do not land on their target, I saw the suggestion to use them on flat terrain but they still land some 200 yards off. I have not tested these on the other SIFI modules but the Fire Support Plus modules work just fine! Also thank you so much for adding Ion and Turbo laser strikes! They are perfect! Just wish they would land where i place them!

This issue has been resolved.
Microwave 24 Feb, 2023 @ 5:46pm 
Hi, I'm trying to get this mod to be played for a Halo-themed night for a group but we're currently detecting a signature mismatch with the mod, specifically something to do with the WNZ_Gravitybeams.bisign
Phenosi  [developer] 25 Feb, 2023 @ 2:10am 
Originally posted by Microwave:
Hi, I'm trying to get this mod to be played for a Halo-themed night for a group but we're currently detecting a signature mismatch with the mod, specifically something to do with the WNZ_Gravitybeams.bisign

Do you have the keys uploaded to your server properly?
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