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PR:BF2 Bugs If you find a bug within PR:BF2 (including PRSP), please report it here.

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Old 2016-11-26, 23:16   #1
[R-DEV]​Senshi
PR:BF2 Developer
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Default Tiny code bug

Not sure if it has an actual effect, but should be easy to fix:
vehicles\air\us_the_uh1d_medevac\us_the_uh1d_medev ac.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:
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.

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Old 2016-11-26, 23:47   #2
[R-DEV]​Arab
PR:BF2 Developer
Supporting Member

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Default Re: Tiny code bug

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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