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Mk6 Mortar Ammunition Handling Disables AI use of Mortars

Open Herbiie opened this issue 6 years ago • 6 comments

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:

Herbiie avatar Jan 18 '20 13:01 Herbiie

Dupe of https://github.com/acemod/ACE3/issues/6173

Cyruz143 avatar Jan 19 '20 00:01 Cyruz143

Dupe of #6173

That issue is over a year old now, is anything going to be done to fix this?

Herbiie avatar Jan 19 '20 00:01 Herbiie

No clue. It's likely not a high priority. Feel free to make a PR if you've got any good ideas!

Cyruz143 avatar Jan 19 '20 01:01 Cyruz143

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

Herbiie avatar Jan 19 '20 01:01 Herbiie

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.

jannes-io avatar Feb 27 '21 13:02 jannes-io

Partially addressed by https://github.com/acemod/ACE3/pull/9258. Full fix in #9238.

LinkIsGrim avatar Jul 13 '23 17:07 LinkIsGrim