Bug #4114

Deactivated satchel charges not picked up

Added by solrac42 over 5 years ago. Updated over 2 years ago.

Status:In progress Start date:08/29/2009
Priority:Normal Due date:
Assignee:Dwarden % Done:

60%

Category:Weapons
Target version:-
Affected ArmA II version:1.63 Beta First affected build:
Reproduced by another DH user:Yes First affected ArmA II version:
I am using some Mods:No Single / Multi Player?:
I am using:OA only BIForumURL:
Reproducible for you:Yes NGUrl:
Related to content of DLC: WIKIurl:

Description

Repro
  1. Load attached mission
  2. Place three charges
  3. Deactivate them again
  4. Check inventory and there is only one charge

Obs
The demolitions unit in ArmA 2 and the SF Saboteur unit in ArmA, their inventory is updated correctly, but all other units that I tested are not.
This bug only occurs when you give satchel charges (pipebombs) to units other than the demolitions unit.

Note
After testing the other units that you give satchel charges to, they will place them, but when they deactivate them the inventory of the unit is not updated, most units will have no satchel charges left while other units such as the engineer will reduce to just one satchel charge.

mission.sqm (1.5 kB) Fireball, 10/17/2009 11:30

co_4114.utes.7z (643 Bytes) kju, 08/10/2010 13:09


Related issues

duplicated by ARMA2 Community Issue Tracker - Bug #3789: Not picking up satchel charges when decactivating a bomb Duplicate 08/19/2009 10/19/2009
duplicated by ARMA2 Community Issue Tracker - Bug #42775: deactivating satchels makes them disappear Duplicate 08/21/2012

History

Updated by Fireball over 5 years ago

  • Due date set to 09/29/2009

Updated by Fireball over 5 years ago

  • Status changed from New to Feedback

Updated by zGuba over 5 years ago

  • Category set to Gameplay

Updated by Fireball over 5 years ago

  • Due date changed from 09/29/2009 to 10/09/2009
  • Reproduced by another DH user set to No

Updated by Dwarden over 5 years ago

  • Assignee set to Dwarden
  • CPU set to Please specify!

Updated by Fireball over 5 years ago

  • File mission.sqm added
  • Due date changed from 10/09/2009 to 11/09/2009
  • Status changed from Feedback to Assigned
  • Affected ArmA II version changed from 1.03.58627 to 1.05 BETA
  • Reproduced by another DH user changed from No to Yes

Place three charges, deactivate them again, check inventory and there is only one charge.

Updated by Fireball over 5 years ago

  • Due date changed from 11/09/2009 to 12/09/2009

Updated by kju over 5 years ago

  • Due date changed from 12/09/2009 to 01/20/2010
  • Affected ArmA II version changed from 1.05 BETA to 1.05.62017

Updated by solrac42 over 5 years ago

If the unit has available slots in its inventory and you use addmagazine "pipebomb" multiple times in the units init field, then the unit can place them and pick them up again and the inventory is correctly updated.

If you use addmagazine "pipebomb" multiple times in a units init field, and it does not have the available slots, the command will still add them to the inventory, so this is the main bug now.

Updated by kju over 5 years ago

  • Due date changed from 01/20/2010 to 03/02/2010

Updated by kju almost 5 years ago

  • Audio card set to Please specify!
  • Size of OS swap file set to Please specify!
  • I am using some Mods set to No
  • Reproducible for you set to No

Updated by kju almost 5 years ago

  • File co_4114.utes.7z added
  • Due date changed from 03/02/2010 to 11/01/2010
  • Affected ArmA II version changed from 1.05.62017 to 1.53 BETA

Updated by Raptorko over 4 years ago

If you try to defuse satchel and you don´t have at least two empty secondary magazine slots, the satchel just disappears as if you didn´t have enough place in inventory. It seems the game wants to put the satchel into primary magazine slot through secondary slots. Reproducible with vanilla A2 CO, version 1.56.

P.S.: It has happened with other objects as well, the game wanted to drop secondary magazines when picking up item that fits into primary magazine slot (if I remember correctly, it happened also with towing rope in ACE, that one didn´t disappear though)

Updated by kju over 4 years ago

  • Due date changed from 11/01/2010 to 03/01/2011
  • Affected ArmA II version changed from 1.53 BETA to 1.56.76134
  • I am using set to OA only
  • Reproducible for you changed from No to Yes

Updated by Gnome over 4 years ago

This has been a fairly popular topic on our servers as of recent. Tested the following (Robalo's test from AS forums):

1. Take satchel
2. Fill primary and secondary slots with magazines, medkits, whatever
3. Place satchel. Now you have a free primary slot because you just placed it.
4. Disarm satchel. Poof, gone, instead of returning into inventory.

Having 2 primary and 2 secondary slots available (empty) the satchel will return to inventory as expected.

Tested CO 1.57.0.77068

+1 for needs fixing.

Updated by Fireball almost 3 years ago

  • Due date deleted (03/01/2011)
  • Affected ArmA II version changed from 1.56.76134 to 1.62.95248

This has become worse, now even the last satchel disappears, when you deactivate it.

Updated by kju almost 3 years ago

  • CPU deleted (Please specify!)
  • Audio card deleted (Please specify!)
  • Size of OS swap file deleted (Please specify!)

Updated by kju over 2 years ago

  • Status changed from Assigned to Resolved
  • Target version set to 1.63 BETA

[96488] Fixed: Deactivated satchel charge not picked up even if you had 2 empty slots

Should be fixed I think. Can someone confirm please.

Updated by OMAC over 2 years ago

Using 96493 and kju's test mission, you can place 3 satchels, and can deactivate/pick up 1, as you have 2 slots available (space for 1 satchel). I think the issue is fixed.

But it is still strange that the engine will accept 3 satchels in unit init even though space for only 1 is available, and that your inventory shows 1 satchel when 3 are available. Couldn't this lead to cheating/exploitation?

Also, if there is no space in your inventory for a satchel, and you deactivate a satchel, shouldn't the deactivated satchel remain on the ground instead of vanishing?

Updated by kju over 2 years ago

  • Status changed from Resolved to Assigned
  • Target version deleted (1.63 BETA)
  • Affected ArmA II version changed from 1.62.95248 to 1.63 Beta

Thanks OMAC!

Equipment overloading via scripting is in since OFP and has to remain for backwards compatibility.
However you are right, that satchels should not vanish upon deactivation, if your equipment is full.

Updated by kju over 2 years ago

  • % Done changed from 0 to 60

Updated by kju over 2 years ago

  • Status changed from Assigned to In progress

Updated by kju over 2 years ago

  • Category changed from Gameplay to Weapons

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