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Using Basic Mission Setup module to set default radios won't make any difference #574
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The modules were deprecated some versions ago and with 2.6 you should not see them in the editor. In addition we cannot speak for rhs units since they are not compatible with cba. Maybe we can provide a setting for changing the basic radio. I think this will make a lot of sense. Nevertheless we would also appreciate you fill the template correctly so that we know what are your acre and cba versions |
I've updated the template. Not sure about the ACRE version though. It states nowhere in game, in launcher or in the workshop. It's the latest version from the workshop though. And workshop states the latest change to this date (26 June 2018) was "2.6.1.992". Yet I'm still seeing the modules within the editor. I would appreciate if there's a setting for changing the basic radio. Thank you for your interest and assistance. |
Modules should be hidden on any new mission. If you already had it placed in a mission, it will appear visible. We will not fully remove them to not break backwards compatibility, but they will stay hidden. If they are indeed not hidden on a fresh mission, then that's a bug, let us know please. https://github.com/IDI-Systems/acre2/blob/master/addons/api/fnc_setItemRadioReplacement.sqf#L12 We could make it a CBA setting, but that would lower the use-case for mission frameworks. |
thanks for the API function @jonpas . It was an old mission but it didn't have acre2 before. Let me explain this way: I created this mission, had no idea of an addon called ACRE2, had some other modules such as CBA, ACE and RHS. Months later I added ACRE2 and the module was immediately visible in the editor. The issue was posted the day I acquired ACRE2, so no trace of a previous ACRE2 version in the mission. |
Oh wait a second! That module is not one of the deprecated ones! That functionality should still work, we will look into it. I would still suggest API function over it, and we might actually deprecate that module, because of modules running later in initialization, there is some hacky stuff going on. |
This now works correctly with #1283. Remaining 2 modules won't get deprecated for now, as they would require replacement API, for which there is little gain compared to modules at this time. If the module is not placed, any If the module is placed, but all "Default Radio" attributes are empty, any If the module is placed and any "Default Radio" attributes are filled out, all unit's radios will be removed and the ones specified in the module will be added. |
Apparently when the module is placed but all the "Default Radio" attributes are empty, every radio that matches Need to tests it some more, but I don't think that's expected behaviour? |
This is how it should work if past me was correct. |
But in this case the module is placed and all "Default Radio" attributes are empty, but every radio of class equal to that of "Radio Item Replacement" is removed from the player's Eden-defined loadout. |
Arma 3 Version:
x.xx
(stable / rc / dev)CBA Version:
3.8.0
(stable / dev + commit hash)ACRE2 Version:
2.6.1.992
(stable / dev + commit hash)Mods:
Description:
Steps to reproduce:
Where did the issue occur?
Placed Modules:
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