Sorry for the delay of my answer,
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In T82591#2605667, @Wulf wrote:Fixed in Dev build 151825.
In T168103#2518935, @Vestarr wrote:It would save me a lot of trouble with my project, and it's kinda holding me back with my mod. I currently have to attach a custom Draw3D handler to render that IR laser without a dot using drawLaser command under specific conditions just for that one case. I wish I could just tell it that beamThickness must be 0 and dotSize must be 0.15 and have the same results as we have with colored laser attachments, except in IR.
BIS please respond!
Yesterday
Sat, May 18
Seems to be fixed in profiling, but is not currently on live - If this will be going to live, this report can be closed, thank you :)
In T181080#2606304, @dedmen wrote:https://community.bistudio.com/wiki/setPlayerVoNVolume
https://community.bistudio.com/wiki/getPlayerVoNVolumecan be used to mute players.
Don't know if it corresponds with the actual mute button
As actionKeysEx was added, imo this is resolved (it does the job well for me).
Still an issue in 2.17.151825.
The tweak described in this ticket was done in the latest dev update
Can be closed, works good, thanks
Fixed: Any surface impact for grenades was using the ground impact sound
Lastest dev branch update fixed impact sounds for walls and objects but not for surfaces where players can move
See this picture, this is full metal object, after rev. 151825 the green part of object will sucsess play metal impact sound, but red part still will use the ground impact sound
In T181219#2607653, @Schatten wrote:And? I wrote "at least" since I'm sure about the situation with dedicated servers. The same is likely for locally hosted servers, since from my experience I also couldn't change view distance on such servers.
Have you watched the video? Have you tried the same thing as me? I didn't have this problem before. The view distance was the same for single-player and multiplayer missions. I could change it as much as I wanted. I don't know why it suddenly became like this.
Fri, May 17
And? I wrote "at least" since I'm sure about the situation with dedicated servers. The same is likely for locally hosted servers, since from my experience I also couldn't change view distance on such servers.
In T181219#2607463, @Schatten wrote:AFAIK, in MP missions (at least those hosted on dedicated servers) view distance is always locked. The only way to change it is to use third party solutions, for instance: https://steamcommunity.com/sharedfiles/filedetails/?id=837729515
AFAIK, in MP missions (at least those hosted on dedicated servers) view distance is always locked. The only way to change it is to use third party solutions, for instance: https://steamcommunity.com/sharedfiles/filedetails/?id=837729515
In T181219#2607264, @kju-PvPscene wrote:in MP the server or mission can force the viewdistance - so depends on the mission/game mode (or server side mods)
for reference https://community.bistudio.com/wiki/setMissionOptions
in MP the server or mission can force the viewdistance - so depends on the mission/game mode (or server side mods)
Are there any news on this? I.e. is it being investigated and/or do other players experience this too?
Thu, May 16
Good morning,
you put my post as resolved, but without any information....
Would I be too stupid to understand an explanatory sentence?
Thank you for this non-consideration
setMissionOptions thing
Need steps to reproduce
See difference in second return index
The code that crashed there, doesn't run on profiling branch. It failed trying to copy a script variable, that it doesn't need to copy.
Can't see why it failed
Definitely a bug in our code.
We have a possible fix for next profiling branch update. But I don't know if that will solve this.
You said reproducibility always, but you only included one crashdump.
Crash at game end. Known but we don't know what causes it.
Fixed in Dev build 2.17.151825.
Fixed in Dev build 151825.
Fixed in Dev build 151825.
Fixed in Dev build 151825.
Fixed in Dev build 151825.
Wed, May 15
Fixed in Dev build 151825.
Fixed in Dev build 151825.
Fixed in Dev build 151825.
Fixed in Dev build 151825.
Fixed in Dev build 151825.
Fixed in Dev build 151825.
Fixed in Dev build 151825.
Fixed in Dev build 151825.
Fixed in Dev build 151825.
Fixed in Dev build 151825.
Fixed in Dev build 151825.
Fixed in Dev build 151825.
You don't switch to the countermeasures weapon. If you mean changing the CM firing mode. Don't know, test it and report back :harold:
I noticed it didn't work right with vehicles and removeMagazinesTurret.
I fixed that now. But I don't have time to properly fix all possible ways of removing magazines.
And also not sure if it might not double trigger the EH in some case.
Fixed since Update 2.16
Haven't tested it yet, does it trigger for countermeasures on vehicles?
"Unloaded"
[B Alpha 1-1:3 (dedmen),"arifle_MXC_F","arifle_MXC_F",["30Rnd_65x39_caseless_mag",30,1.00003e+07,0]]
https://feedback.bistudio.com/T178384
No magazine data in there
https://feedback.bistudio.com/T178384
Its not giving you the magazine in there. But surely you can pull that yourself. If you can't ping me on discord I might miss reply here.
SlotItemChanged
[B Alpha 1-1:1 (dedmen),"optic_Aco",201,false,"arifle_MX_ACO_pointer_F"] [B Alpha 1-1:1 (dedmen),"optic_Aco",201,true,"arifle_MX_ACO_pointer_F"] [B Alpha 1-1:1 (dedmen),"acc_pointer_IR",301,false,"arifle_MX_ACO_pointer_F"] [B Alpha 1-1:1 (dedmen),"acc_pointer_IR",301,true,"arifle_MX_ACO_pointer_F"]
"Since SlotItemChanged cannot be used for items in the attachment slots of a weapon"
Well why not add it to the existing EH?
I'm looking at WeaponSlotItem/MagazineChanged next
Tue, May 14
With this addition becoming a reality, is there any chance of seeing WeaponSlotItemChanged set up for the magazine half of this request?
Adding one element to an array that already exists anyway, is much much much cheaper than executing a SQF command that looks up the weapon and returns the result.
Yeah it should be somewhat rare, also not many objects will have the EH added anyway. So we'll just leave the many args.
The EH itself should not trigger frequently - in regards to performance.
IFV-6A Cheetah toggle gunner weapons
EH owner, prev, new, prevMode, newMode, prevMuzzle, newMuzzle, turretIndex
[B Alpha 1-1:3 (dedmen),"autocannon_35mm","missiles_titan_AA","manual","Player","autocannon_35mm","missiles_titan_AA",[0]] [B Alpha 1-1:3 (dedmen),"missiles_titan_AA","autocannon_35mm","Player","manual","missiles_titan_AA","autocannon_35mm",[0]]
params ["_unit","_weaponPrevious","_weaponNew","_vehicle","_turret"];//for vehicles
Fixed in Dev build 151781.
Fixed in Dev build 151781.
Will this trigger on mode and muzzle change too? Perhaps all 3 can be included somehow.
what would you imagine the weapons to be?
In code I have the weapon index. Do you want classnames?
@Nelis75733126, I would also like this bug to be fixed. Until this bug is fixed, you can either use my workaround or wait who knows how long. The choice is yours. :)
@Schatten i appreciate your contribution. however, i want to make it very clear that i wish that this issue gets resolved by a developer from Bohemia Interactive. Because that is what needs to happen in order to make regular players enjoy the already impressive AI convoy behavior. It just has flaws that ruin the whole thing.
Confirm. Sometimes even the commander's vehicle freezes.
I can even say that after updating to version 2.16, sometimes convoys ignore the added waypoints.
A workaround for resuming following the leader's vehicle:
_groupLeader = leader _group; _groupLeaderVehicle = objectParent _groupLeader; _groupLeaderVehicleSpeed = abs (speed _groupLeaderVehicle);
In T170535#2603824, @SaMatra wrote:Bug found in inAreaArrayIndexes, it ignores c for height:
private _area = [positionCameraToWorld [0,0,0], 20, 20, 0, true, 20]; [ [player] inAreaArrayIndexes _area ,[player] inAreaArray _area ]