Spearhead 1944 Known Issues and Workarounds: Difference between revisions
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m (added info about bocage building positions. Some formatting) |
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== Random Headgear assigned to units == | == Random Headgear assigned to units == | ||
To | To disable headgear randomization, insert the following code in the unit's init field: | ||
<sqf> | <sqf inline>this setVariable ["BIS_enableRandomization", false];</sqf> | ||
this setVariable ["BIS_enableRandomization", false]; | |||
</sqf> | == Bocage Objects have Buidling Positions == | ||
As of version 1.01 bocage objects have building positions. They were originally added to support the destruction states of the bocage. | |||
If you have access to the scripts that work with buildings positions you can filter these bocage objects. | |||
<sqf inline>private _validBuildings = _nearBuildings select {!(_x isKindOf "spe_bocage_base")};</sqf> | |||
[[Category: Spearhead 1944]] | [[Category: Spearhead 1944]] |
Revision as of 21:53, 7 August 2023
Known Issues and Workarounds
Vehicle class SPE_Module_Indirect_Fire_Support no longer exists
Unfortunately an unintentional class name change slipped into 1.0.1 hotfix - please excuse the mishap!
Simple solution:
- Load the mission in Eden
- Force load despite the missing class
- Place the module again and configure it as desired
Advanced solution:
- Locate your mission folder
- Make a backup of your mission (copy the folder to another location)
- Open the mission.sqm in a text editor - best with a good one like Notepad++ or similar
- Search for below terms and replace them (one by one or mass replacement)
SPE_Module_AI_Systems => SPE_Module_AI_Systems_Hotfix SPE_Module_Indirect_Fire_Support => SPE_Module_Indirect_Fire_Support_Hotfix
- Save the mission.sqm file
- Export your mission again/upload to workshop
Vehicle class SPE_Module_AI_Systems no longer exists
See one above.
IFS module is not fully working
Add the following code in the init.sqf
[] spawn
{
// Wait for other initializations
sleep 15;
// Fix for clients not initializing scripts
if (!isServer) then {[] call SPE_MissionUtilityFunctions_fnc_IFS_Init};
// Fix for null variable on clients
if (isServer) then {publicVariable "SPE_IFS_availableCalls"};
// Fix for AI not utilizing supports
if (isServer) then
{
if (isNil "SPE_IFS_AmountMultiplier") then
{
SPE_IFS_AmountMultiplier = [[0.33,0.5,1],[0.33,0.5,1]];
};
publicVariable "SPE_IFS_AmountMultiplier";
};
// Fix for player respawn
if (hasInterface) then
{
player addEventHandler ["Respawn",{_this spawn SPE_MissionUtilityFunctions_fnc_IFS_onPlayerRespawn}];
};
};
Random Headgear assigned to units
To disable headgear randomization, insert the following code in the unit's init field:
this setVariable ["BIS_enableRandomization", false];
Bocage Objects have Buidling Positions
As of version 1.01 bocage objects have building positions. They were originally added to support the destruction states of the bocage.
If you have access to the scripts that work with buildings positions you can filter these bocage objects.
private _validBuildings = _nearBuildings select {!(_x isKindOf "spe_bocage_base")};