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3CB Weapon Pack - Feedback and Bug Reports

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Posted: Thu Mar 16, 2017 4:34 pm     Super secret spam barrier
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Damn you coming back crewing bug reports who do you think you are ;)


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Posted: Thu Mar 16, 2017 4:38 pm     Super secret spam barrier
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Loving the rovers. They are absolutely stunning.

The bar has been set higher with this release....again. :)


Posted: Tue Apr 18, 2017 10:16 am     Super secret spam barrier
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Trouble is, it is more than likely there are multiple other scripts running in an Exile server. Get him to test all of the mods without Exile running and see if they work. If they do, something will be conflicting. Not sure what we can do about that if it is Exile itself breaking things.

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Posted: Tue Apr 18, 2017 10:18 am     Super secret spam barrier
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Evrik wrote:
Trouble is, it is more than likely there are multiple other scripts running in an Exile server. Get him to test all of the mods without Exile running and see if they work. If they do, something will be conflicting. Not sure what we can do about that if it is Exile itself breaking things.

Yeah. Exile Servers are usually running a lot of scripts and they are very often also not the most well written scripts. 


Posted: Tue Apr 18, 2017 11:04 am     Super secret spam barrier
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For vehicles, the standard ammo belts when placed in them don't detect as extra ammo, so you get the one belt in the vehicle, any loaded into inventory don't appear as extra ammo, they can be re-armed at a re-arming vehicle fine but only the main belt on the weapon.

The main one is Static weapons (hence in this thread), For love nor money we can't set them up, when you place the Tripod on the floor it shows bagged not deployed as the tripod, so when you try to scroll and assemble the context menu is not showing up.

- Jav is fine using shortcuts, Commando mortar is fine if using shortcuts, context menu doesn't work for entering it.
IR/Flashlight appears to be separate rather than combined, quirk of exile items i think.

1. The first one is by design.  It allows us to share the ammo between our vehicles, statics and hand held weapons.  If they wish to rearm, then use either our rearm point or do it my hand

2. It's almost certainly a script conflict.  We have no problem assembling them, even with our 37Gb repo.

3. Again, probably script / key bind conflicts.


Posted: Tue Apr 18, 2017 12:10 pm     Super secret spam barrier
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With the vanilla weapons you can add multiple belts to a vehicle / static weapon.   We limit it to one on ours, so that the extras are carried in the inventory  This allows belts to be interchanged.  

If you use ours with vanilla resupply, then you'll just get one belt.  As vanilla resupply does not added the other 8 to the vehicle's inventory.


Posted: Tue Apr 18, 2017 12:40 pm     Super secret spam barrier
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And they'll need to press the Reload key defined in controls for our vehicles to pull a belt from inventory into an empty gun, of course :)

For the IR/laser, there are two items that each have the same functionality but starring on different initial modes (as AI isn't clever enough to swap modes)


Posted: Tue Apr 18, 2017 7:32 pm     Super secret spam barrier
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Vanilla.... it most definitely isn't :v Spawns with 6 belts afaik. And no one has had difficulty loading or reloading guns here during the ops or public since the latest vehicle pack release, so I suspect something is janky in their scripting or editor placement of stuff.

And I really don't know what you mean about "show as a reload option" - nothing is displayed in the weapon UI, it's just when you run the gun to 0 rounds and it goes red, if there's another belt in inventory and you press whichever key you bound for vehicle reloading it'll then start the reload sequence.


Posted: Wed Apr 19, 2017 11:51 am     Super secret spam barrier
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Grab me on TS after the op mate, still.not sure we're on the same page ;)


Posted: Sat Apr 22, 2017 10:57 pm     Super secret spam barrier
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That's... peculiar. We've certainly not noticed that ourselves! What mods are you using, and is it restricted so that everyone has to use an identical modset or are there optional mods?


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