We made a pretty big break-through this evening when we discovered that initialization lines on player units within mission code were being executed incorrectly multiple times due to an unresolved bug in ArmA. On removing these code lines, all the crashes to desktop and missing name-tag/sthud issues stopped. In addition we were able to run without -nologs at high FPS and rather than getting 20Mb report files (.rpt) they were just 200kb! This is not to say that every problem with stability will have been cured, but it's certainly a massive step in the right direction.
Due to bugs in ACRE and (probably) AGM we also decided to start using TFR and CSE, at least until something better comes along.
As a result this mission is being moved from Dev to Public.
http://www.3commandobrigade.com/viewtopic.php?f=47&t=2682Full changelog now being updated
here.
v3.4
- reduced @CSE Survival Difficulty from 'Regular' to 'Recruit'
- modified pilotCheck_TFR.sqf to make non-pilot 'getOut' rather than 'eject'
- disabled @CSE Backblast from affecting AI
- swapped position of Ghosthawk to move Medivac Lynx nearer MASH tent
- moved positions of quad bikes, making them more accessible from base north entrance
- added @CSE Set Medic Class module synchronised to all player combat medics
- split up @ALIVE spawn modules for different groups of vehicles
- added @CSE Blue Force Tracker modules synchronised to aircraft, removed individual trackers from pilots
- reduced AH-6's from 2 to 1, increased MH-6's from 1 to 2
TO DO
- Confirm if CSE BlueForce Tracker works correctly
- Check effect of reducing CSE survival difficulty
- Check if fast roping works properly?
- Does pilotCheck script work all the time now?
If all seems stable:
- Reintroduce LEA
- Reintroduce MCC
- Add more British vehicle mods