Mk6 Mortar Ammunition Handling Disables AI use of Mortars
Mods (complete and add to the following information):
- Arma 3: Latest no dev branch
- CBA: Latest
-
ACE3:
3.13.0
Description: Enabling Mk6 Mortar Ammunition handling removes all ammunition from all mortars, including those manned by AI. As there is no documentation around the Mk6 Mortar Ammunition handling, this removes the ability to have enemy mortars firing with doArtilleryFire, as the mortar has no ammunition.
Steps to reproduce: Place Mk6 mortar called 'mortar' Use following script to fire mortar: [] spawn { while {true} do { mortar setVehicleAmmo 1; private _pos = [[[[9370.21,8489.73,0], 50]],[]] call BIS_fnc_randomPos; private _rounds = round random 3; mortar doArtilleryFire [_pos,"8Rnd_82mm_Mo_shells",_rounds]; sleep 10; }; };
Mortar will not fire as mortar has no ammunition, despite being manned by AI
Expected behavior: I expect the mortar to fire at position [9370.21,8489.73,0]
Where did the issue occur?
- Self hosted, singleplayer, dedicated (not a locality issue)
Log Files:
- No crash or RPT
Additional context:
Dupe of https://github.com/acemod/ACE3/issues/6173
Dupe of #6173
That issue is over a year old now, is anything going to be done to fix this?
No clue. It's likely not a high priority. Feel free to make a PR if you've got any good ideas!
No clue. It's likely not a high priority. Feel free to make a PR if you've got any good ideas!
Clearly not a high priority if it's been over a year xD
We're another year later and AI still can't use mortars or pretty much any crew served weapon since they cannot reload them. In Zeus we have a little script that we paste into their inits to basically give them unlimited amount of ammo. That solves it but is a big chore having to do that with each static weapon we place down that doesn't have internal magazines.
Partially addressed by https://github.com/acemod/ACE3/pull/9258. Full fix in #9238.