Arma 3 Version: 1.92 (stable)
CBA Version: 3.11.2.190515 (stable)
ACE3 Version: 3.12.6 (stable)
Mods:
- CBA_A3
- ace
- RHS United States Armed Forces, RHS- GREF, RHS Armed Forces of the Russian Federation and the ACE Compat
Description:
"z \ addons \ explosives \ functions \ fnc_canDefuse.sqf line 29" ... f (ace_explosives_requirespecialist && {| # |! ([_ unit] call ace_common_fnc_isEOD)})
I do not know if anyone can help to solve this problem. We did a special mission in the clan, testing it on both Ace and Bi- or RHS mines, and in all cases they had no interaction point
Steps to reproduce:
Where did the issue occur?
Additional information:
RPT log file:
So my colleague and I with whom I tested this were both EOD's
error on the ! makes me think isEod is returning 1 instead of true
are you assigning EOD manually with setVariable ["ace_isEod" or just using units that are marked as explosives experts?
we used both variants, neither as an explosives expert nor the init line did not work
@xXGamerLionXx Please test it with only CBA and ACE.
so i just tested it in ACE and CBA everything worked except the antipersonnel mine,
but we still use other mods than those described above (write sry for jzt first)
and Map where we tested them
It's your job to figure out which of these mods or missions or combinations thereof break it. You cannot expect us to download a modset like this for every potential issue someone has. We are too underpayed for that. :-)
if you can get into the debug console when loaded into a mission you can check
[player] call ace_common_fnc_isEOD
in the debug console and see if it's true/false or something else
@commy2
I already knew that.
The modset mentioned above is what we usually use. if a mod disturbs we do not know so far and I thought that it ever happened that was a mistake with anyone
@PabstMirror
The debug console returns true and I have uploaded the debug from ACE if it works.
and 1 screenshot showing that there is no interaction point
