#Persistent Loadouts mod is published on
1 messages · Page 1 of 1 (latest)
does it work when mods are changed and parts of a loadout are not available anymore? (as in, does it remove the loadout instead of like, crashing something)
Can't wait to try this one... If works properly it'll be a must have by anyone... Still need to see if works with all mods
I didn't consider or test this case, so what will happen is unknown.
well you might want to consider testing it at some point
Done. It worked gracefully; i.e. throw a null pointer error for each missing item but no crashes and the rest of the loadout is preserved
I've found a small graphical error. I've tested your mod and works exceptionally good, loadout works even when restarting the server and that's awesome... But I've noticed that when coming back in and shooting the rifle sometimes the hits are somehow invisible... I mean I'm shooting walls and stuff but doesn't seem to be working properly with the better hits mod... There's no hit effect at all
does it work without the mod?
This mod is 18 lines of code in a single file unrelated to hit FX. i.e. I don't see how it could interfere with the "Better Hits" mod. I'd posit it more likely that mod has its own bug.
I mean it eliminates every effect, even vanilla effect that's what I mean
I'll run more tests, note that my test was run on Xbox and on nitrado server, I don't run tests offline
there can be conflicts in a lot of places but dont assume thats either this or the other mod automatically - however, report it based on what the issue is - ie. "muzzle flash missing" -> report to muzzle flash maker
Roger
Ok I guess it was just Arma reforger playing dumb when I tried... Now the problem doesn't show up with even 30 mods in, everything working fine. Sorry for bad calling it
SCRIPT (E): NULL pointer to instance
Class: 'SCR_ArsenalManagerComponent'
Function: 'HandleOnFactionAssigned'
Stack trace:
scripts/Game/GameMode/Loadout/SCR_ArsenalManagerComponent.c:117 Function HandleOnFactionAssigned
scripts/Game/GameMode/SCR_BaseGameMode.c:914 Function HandleOnFactionAssigned
scripts/Game/GameMode/Respawn/SCR_RespawnSystemComponent.c:717 Function SetPlayerFaction
scripts/Game/GameMode/Respawn/SCR_RespawnSystemComponent.c:607 Function RpcDo_SetPlayerFaction
scripts/Game/GameMode/Respawn/SCR_RespawnSystemComponent.c:489 Function DoSetPlayerFaction
scripts/Game/GameMode/Respawn/SCR_RespawnSystemComponent.c:754 Function OnPlayerDisconnected
scripts/Game/GameMode/SCR_BaseGameMode.c:674 Function OnPlayerDisconnected
scripts/Game/GameMode/SCR_GameModeEditor.c:117 Function OnPlayerDisconnected
also I could select the loadout after joining the server but it still spawned me with a default one
That could be the "save loadout" mechanic of the game being broken still...
I've noticed that to actually "save" the loadout even in vanilla gamemaster I had to first save a loadout and right after redeploy. The first attempt of spawning with a saved loadout always gave me a standard one, but after the 2nd redeployment it should work fine.
The persistent loadout mod works fine even when restarting the server and its perfect for crashes (that happen a lot due to the actual instability of the game).
The only way that "deletes" the saved loadout is when I tried to Re-install the game into the gameserver.
But that's perfectly fine imo.
Looks like persistent loadouts broke after today's update. Would this be the correct place to get updates for this particular mod?
Switch to this mod: https://reforger.armaplatform.com/workshop/5C73156675E11A0F-GMPersistentLoadouts It has been updated to work with the latest version.
I will try remove this broken one from workshop, but for some reason can't login on workbench right now.