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Ammo Vehicles dont cook off #4565

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Djzonk opened this issue Oct 18, 2016 · 2 comments
Closed

Ammo Vehicles dont cook off #4565

Djzonk opened this issue Oct 18, 2016 · 2 comments
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kind/enhancement Release Notes: **IMPROVED:**
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@Djzonk
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Djzonk commented Oct 18, 2016

Arma 3 Version: 1.64 stable
CBA Version: 3.8.0 stable
ACE3 Version: 3.1.1 stable

Mods:

  • @CBA_A3
  • @ace

Description:

  • None of the ammo vehicles cook off HEMTT, Typhoon, KamAZ, Taru.
  • Same for Taru Ammo pod.
  • Huron ammo container and vehicle ammo smoke but nothing else

Steps to reproduce:

  • Place listed items in editor and blow up

Where did the issue occur?

  • Editor (Singleplayer)

Placed Modules:

  • Add the list of modules you have placed on the map. Use 'None' if the error occurs without any modules.

RPT log file:

@Djzonk Djzonk closed this as completed Oct 18, 2016
@Djzonk Djzonk reopened this Oct 19, 2016
@Djzonk
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Djzonk commented Oct 19, 2016

Reason fore closure and reopening.

  • accidentally had 2 versions of ace open wanted to retest.

@thojkooi
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Correct. The reason is that those vehicles do not really have any ammo but rather an ammo supply value. We should probably look at some kind of solution for this. Maybe an hardcoded list of ammo in the config, that will scale based on the ammo supply remaining?

@thojkooi thojkooi added the kind/enhancement Release Notes: **IMPROVED:** label Oct 29, 2016
@thojkooi thojkooi added this to the 3.10.0 milestone Oct 29, 2016
@PabstMirror PabstMirror self-assigned this Dec 15, 2016
PabstMirror added a commit that referenced this issue Dec 20, 2016
Fix #4565 - Function adds virtual ammo for rearm vehicles
Remove FUNC(secondaryExplosions) - which duplicatd detonateAmunition
Tweak timeBetweenAmmoDetonation calculation to use all ammo, not just
the current mag
Allow GVAR(enableAmmoCookoff) effect to work with GVAR(enable)=false
@PabstMirror PabstMirror modified the milestones: 3.9.0, 3.10.0 Dec 20, 2016
PabstMirror added a commit that referenced this issue Jan 4, 2017
* Cookoff - add function to get ammo

Fix #4565 - Function adds virtual ammo for rearm vehicles
Remove FUNC(secondaryExplosions) - which duplicatd detonateAmunition
Tweak timeBetweenAmmoDetonation calculation to use all ammo, not just
the current mag
Allow GVAR(enableAmmoCookoff) effect to work with GVAR(enable)=false

* Fix header

* Cleanup getting ammo from turrets
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