Tiny code bug

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Senshi
PR:BF2 Developer
Posts: 358
Joined: 2010-04-29 10:44

Tiny code bug

Post by Senshi »

Not sure if it has an actual effect, but should be easy to fix:
vehicles\air\us_the_uh1d_medevac\us_the_uh1d_medevac.tweak

Line 861:
ObjectTemplate.damagedAmbientSoundLimit 0.25\

That backslash should definitely NOT be there.

Also, all tank projectiles include the "projectiles_tank_tracer_big_g.tweak" (and _r) variant, without handing over a v_arg as well. Which, however, is expected by the file (to define the tracerinterval). It does apparently and luckily default to 0 in that case, but it still is a bit sloppy coding ;) .

The bugs I reported from last version on Vadso also still exist:

Code: Select all

Malformed position in Object.create s_sea_03
[object.absoluteposition, 1225/27-156]
ERROR: File G:\Project Reality BF2\mods\pr_edit\levels\vadso_city\triggerabletemplates.con has a malformed activeSafe call. Look for: [objecttemplate.activesafe, s_triggerable_burgleralarm_startup]
Basically, all of these objects on vadso have an invalid position statement. No idea where those objects end up, but most likely not at the right location.
Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: Tiny code bug

Post by Arab »

Thanks for the report! :)

It's always good to see users finding stuff like this!
Will be fixed in the next patch
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