Ace3: Ace explosive.sqf is not working

Created on 20 Jun 2019  路  8Comments  路  Source: acemod/ACE3

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:

  • Nice day,
    We wanted to defuse mines in the clan and came across this error message, which prevents us from selecting and defusing mines

"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:

  • defuse at every mine despite kit not, so reproducible at each

Where did the issue occur?

  • Dedicated server

Additional information:

  • check the line from 29

RPT log file:

  • will be delivered later
arecompatibility kinbug

All 8 comments

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)

  • 3CB Factions
  • ACE Compat for RHS and BWMod
  • ACEX
  • Achilles
  • Acre2
  • ADV - ACE CPR
  • Advanced Rappling
  • Backpack on Chest
  • Boeing SOAR MH-47E Chinook
  • BWMod
  • ACE
  • CBA
  • CIA_SOG_mas
  • E76_Logistics
  • E76_Logistics_BWA3
  • E76_PD
  • Enhanced Movement
  • GERSOF_LITE_mas
  • MineDetector
  • Redd`n tanks
  • all RHS
  • UKSOF_LITE_mas
  • USSOC_LITE_mas

and Map where we tested them

  • Jbad
  • Lythium

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

20190621220014_1

ACE3_Debug.txt

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