Arma 3
A3 - Antistasi Altis
 This topic has been pinned, so it's probably important
Barbolani  [developer] May 1, 2015 @ 6:41am
Bug Report - READ THIS BEFORE POSTING IN ORDER TO HAVE AN ANSWER
READ THIS BEFORE YOU POST ANY SUSPECTED BUG

This thread is dedicated to anyone who finds a bug and how to report it.

Golden rule: provide as much information as possible. Just pointing at some feature which is not working leads to nothing, as all the features have been tested succesfully and what is probably happening is the feature in combination with some other things what it's not working.

Then, I need to know those "some other things" to correct the bug.

Information I need:

MANDATORY:

- A link to .rpt of the server and .rpt of the client if the problem is only to specific clients. In SP, the file is located here: %userprofile%\AppData\Local\Arma 3
- Environment (SP,MP hosted, MP Dedi)
- Third party Mods if used any
- If you modified the mission file, what have you done.

OPTIONAL (If apply):

- Video or screenshots reproducing the error
- Screenshot of the issue if possible.
- For perfection: screenshot of the map situation, where are the players, HQ etc..

Second, count with this KNOWN ISSUES:

- Mod compatibility Matrix: Any clientsided Mod should work, such as sound, visual effects etc.. or HUD mods. TFAR, ACE and RHSAFRF are integrated (be careful with ACE config regarding AI). DO NOT USE ANY AI MODIFICATION MOD.

- DO NOT USE VANILLA SAVE. Use persistent savegame instead.

- If you have not good Arma experience, please note some of the issues you may think are from Antistasi, are just Arma issues. Specially regarding AI pathfinding and behaviour.

- Most of the "bugs" are not really bugs at this stage, are you sure you know well Antistasi? Have you read the manual?

Third: Thank you! Antistasi is a very complex mission (one of the most around the scene) and it's been developed by myself. My testing time for any feature cannot cover 100% of the situations. This is when you can help to make this mission enjoyable for anyone.

This said: Do not hesitate to report a bug, you offend no one, it will benefit all the comunity.

Have fun with Antistasi!
Last edited by Barbolani; May 14, 2018 @ 3:41pm
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Showing 346-360 of 1,794 comments
Bullitt Nov 30, 2015 @ 1:33pm 
The mortar constantly spams the words "spash out"..."spash out"..."spash out"..."spash out"..."spash out"..."spash out"..."spash out"... for aaaaages. :(
Barbolani  [developer] Nov 30, 2015 @ 2:34pm 
yes, sometimes, 1 per round...
billw Nov 30, 2015 @ 2:53pm 
Hey again I bug you here now :D So also when you garage a vehicle it *appears* to lose all guns in the vehicle rather than put them back in the crate. Again another one that can be avoided, but only the second time you do it, or however many times it takes you to learn!
Barbolani  [developer] Nov 30, 2015 @ 3:21pm 
noted and corrected for the next patch, thank you!
billw Nov 30, 2015 @ 5:09pm 
So one more, although maybe not a bug, but a feature: I tried to lay a mine field across a road and got mines everywhere EXCEPT on the road! In my opinion if the player places a mine field over the road it should make sure that some mines are on the road itself, perhaps even pop up a dialog asking if they want ALL the mines on the road?
WarDaddy Nov 30, 2015 @ 5:39pm 
I like that idea
Barbolani  [developer] Nov 30, 2015 @ 5:59pm 
Despite is obvious not a good idea trying to plant a minefiled in a road, and ending with no mines in it... Do you really would plant a minefield with all the let's say 50 mines in a road? That would have similar effect than the first case. Me as enemy, after encountering the first, I will avoid the road and no more problem.

Mines are placed in a random pattern, if you want to have a specific spot, you may just do it by yourself or with the help of other players and AI, pretty quickly.

The Minefield Building feature is not meant for the way you were trying to do. It's more a defensive system than an "ambush" system. Use it to cover the entrance to the zones you wnt to protect from incoming attacks.

And yes, that's not a bug...
Last edited by Barbolani; Nov 30, 2015 @ 6:03pm
houndm1 Nov 30, 2015 @ 8:31pm 
Hey barbolani,

I'm playing SP antistasi with ACE3 and CBA mods enabled and nothing else
Even though you have said you have fixed the mortar problem in the latest patch, im now getting the same problem:
support, call mortar, they tell me its inbound, mortar does nothing.
My one was working when you had the mortars attached to the truck, but now it seems they are bugged like before. I have tried with not ai controlling anything, Ive tried moving the truck using temp ai control, moving the mortar in HC but nothing seems to change it. Is there something I am missing or is this a known issue?

Also, back in early antistasi, the tasks would auto delete so you could ask for new ones after completion. However, my antistasi does not auto delete anymore and i have to restart the mission and persistent load to reset it or else it says "you must be within 3km of a aaf base...". Again, has it been changed in a patch or is it a known bug?

thanks for your time and effort in this mission. I have spent many of my arma 3 hours on it and i thoroughly enjoy the excitment of the mission. I hope to see this be expanded greatly to make an experience like no other.
Barbolani  [developer] Dec 1, 2015 @ 2:18am 
Hi!

What you say about the mortar amazes me. I was on the "I almost have zero problems with mortars" but as the major part of the players were experiencing an unreliable system I decided to change it, and of course it works for me 100%

The issue you mention sometimes may happen just because the mortar is placed in a spot where the AI thinks (dont know why) he cannot fire. Moving the mortar is the solution.

As mortar placement is based on waypoints, AI controlling the truck wont make them redeploy, you will have to give them waypoints. AI control is still useful in case AI gets stuck, of course.

About the mission deletion. That's intended. To avoid continuous "Logistic Mission" spawning etc.. and promote a more varied gameplay. This has been changed like 4 patches ago.

If you are an "Antistasi commoner" I recomend you to check the changelog before any session (specially if you play on MP), as I'm developing constantly new features, bugfixes and gameplay tweakings and it's good to be well informed.
Mars Dec 1, 2015 @ 8:00am 
Hi,

i have a big issue on my MP server with this mod. The bug is new with the last patch.

He appear when have the "payday" ( +HR + money )

Before that no problem but soon as we touch the money we are enable to :

Get in a vehicul
Take new mission
Finish mission
Acces any inventory

I can play and give order to my squad but all FIA, AAF and NATO units are immobile and invincible.

I can reproduce the bug, i know you play some time on my server ( ENG/FR [FMW] Coop )
so if you want to see from your own eye just message me.

I have restart a party from start and the bug doesn t occur so that come from my save :/

Regards,

Mars

ps: i have lost all my HQ inventory and FIA money when the bug appear the first time. ( i was transfering the hq )
Last edited by Mars; Dec 1, 2015 @ 8:10am
Barbolani  [developer] Dec 1, 2015 @ 8:54am 
Hi Mars!

Reproduce the error (I suppose you only have to wait 10 minutes) and send me the .rpt from the server.

Regards!
billw Dec 1, 2015 @ 5:35pm 
Just to add to the other morter "splash out" thingy: I get it as well and it definitely is more than 8 times for a single full volley. Perhaps 16 times, each one reports twice? Something that correlates wtih that is that after dropping 1 round I hear spash out twice, and when I go to drop more I only have 6 left... I'm guessing an Arma bug though.
Barbolani  [developer] Dec 2, 2015 @ 12:53am 
Total Arma Bug....
Bullitt Dec 2, 2015 @ 3:12pm 
Since the Arma3 Nexus update the armoury doesnt seem to be remembering what things i have unlocked
Barbolani  [developer] Dec 2, 2015 @ 3:44pm 
If you are playing MP, nothing will work.
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