In T82591#2605667, @Wulf wrote:Fixed in Dev build 151825.
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Today
Today
mickeymen updated subscribers of T168103: [Feature Request] Make it possible to customize a laser sight's laser attributes.
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.
mickeymen added a comment to T175507: Laser attachment parameters (beam width and dot size) not working on IR lasers.
BIS please respond!
Yesterday
Yesterday
Sat, May 18
Sat, May 18
Fraali added a comment to T181076: onCheckBoxesSelChanged event on CT_LISTNBOX_CHECKABLE control type providing 2nd parameter wrong.
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
johnb43 added a comment to T79203: KeyDown UI event handler does not provide correct code for key combination (only single key press).
As actionKeysEx was added, imo this is resolved (it does the job well for me).
johnb43 updated the task description for T181275: Removing all throwables via addMagazineCargo/addMagazineAmmoCargo leaves a '0th' grenade.
johnb43 added a comment to T79813: Using removeMagazine on throwable prevents use of remaining throwables of that type.
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
TRAGER added a comment to T165776: Throwables impact sound does not work as should due missing soundHit param into most CfgSurfaces classes.
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
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)
kju-PvPscene updated subscribers of T180870: [Feature] Game/Mission difficulty setting for modelSides[] functionality.
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
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
Leopard20 renamed T181178: [Feature Request] New camera commands from [Feature Request] New camera script commands to [Feature Request] New camera commands.
dedmen added a comment to T180870: [Feature] Game/Mission difficulty setting for modelSides[] functionality.
setMissionOptions thing
Need steps to reproduce
dedmen set Ref Ticket to AIII-56418 on T180975: setUnitLoadout recreates backpack if nil is provided.
dedmen added a comment to T181076: onCheckBoxesSelChanged event on CT_LISTNBOX_CHECKABLE control type providing 2nd parameter wrong.
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.
dedmen set Ref Ticket to AIII-56417 on T181170: Add scripting command to order AI vehicle to turn in a particular direction.
LuizBarros99 changed Severity from severity:tweak to severity:minor on T179175: Hue Citadel Gate Destruction.
Wulf closed T74244: Grenade/Smoke/Chemlight bugs with clear/add cargo to uniform/vest/backpack as Resolved.
Fixed in Dev build 2.17.151825.
Fixed in Dev build 151825.
Fixed in Dev build 151825.
Wulf closed T178139: SPAR & Katiba assault rifles Interior Tail sounds are duped due to configuration value duplication as Resolved.
Fixed in Dev build 151825.
Fixed in Dev build 151825.
Wed, May 15
Wed, May 15
Wulf closed T79230: "Barracks (old)" window glass blocks HE grenade from launcher, also plays "glass-shatter" sound forever as Resolved.
Fixed in Dev build 151825.
Wulf closed T126046: The hand grenade flies through the glass without any physical contact as Resolved.
Fixed in Dev build 151825.
Wulf closed T76734: All the throwable things like grenade can penetrate glass window of building and won't damage it as Resolved.
Fixed in Dev build 151825.
Fixed in Dev build 151825.
Wulf closed T67440: Shooting through building window, glass breaks throw genade or smoke it doesnt break as Resolved.
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.
Wulf closed T67904: Grenades pass through windows with out any interaction with the glass as Resolved.
Fixed in Dev build 151825.
Wulf closed T71658: Grenades can fly through window without breaking glass [VIDEO ADDED] as Resolved.
Fixed in Dev build 151825.
Fixed in Dev build 151825.
dedmen added a comment to T178384: [Feature Request] WeaponChanged and MagazineChanged eventhandler.
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
SaMatra added a comment to T178384: [Feature Request] WeaponChanged and MagazineChanged eventhandler.
Haven't tested it yet, does it trigger for countermeasures on vehicles?
dedmen changed the status of T178384: [Feature Request] WeaponChanged and MagazineChanged eventhandler from New to Feedback.
dedmen changed the status of T177742: [Feature Request] WeaponSlotItemChanged EventHandler from New to Feedback.
"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?
dedmen added a comment to T178384: [Feature Request] WeaponChanged and MagazineChanged eventhandler.
I'm looking at WeaponSlotItem/MagazineChanged next
Tue, May 14
Tue, May 14
Vespade added a comment to T178384: [Feature Request] WeaponChanged and MagazineChanged eventhandler.
With this addition becoming a reality, is there any chance of seeing WeaponSlotItemChanged set up for the magazine half of this request?
dedmen added a comment to T178384: [Feature Request] WeaponChanged and MagazineChanged eventhandler.
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.
kju-PvPscene added a comment to T178384: [Feature Request] WeaponChanged and MagazineChanged eventhandler.
The EH itself should not trigger frequently - in regards to performance.
dedmen added a comment to T178384: [Feature Request] WeaponChanged and MagazineChanged eventhandler.
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]]
dedmen added a comment to T178384: [Feature Request] WeaponChanged and MagazineChanged eventhandler.
params ["_unit","_weaponPrevious","_weaponNew","_vehicle","_turret"];//for vehicles
Fixed in Dev build 151781.
Wulf closed T180487: Throwables triggers impact sound at throw moment not on hit the surface as Resolved.
Fixed in Dev build 151781.
SaMatra added a comment to T178384: [Feature Request] WeaponChanged and MagazineChanged eventhandler.
Will this trigger on mode and muzzle change too? Perhaps all 3 can be included somehow.
dedmen added a comment to T178384: [Feature Request] WeaponChanged and MagazineChanged eventhandler.
what would you imagine the weapons to be?
In code I have the weapon index. Do you want classnames?
Schatten added a comment to T181098: [convoy] AI stops following (consistent failure found, mission included).
@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. :)
Nelis75733126 added a comment to T181098: [convoy] AI stops following (consistent failure found, mission included).
@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.
Schatten added a comment to T181098: [convoy] AI stops following (consistent failure found, mission included).
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 ]
I uninstall and reinstalled Arma 3 via Steam. Is that a soft uninstall? Should I do a hard purge of Arma3 ? Which folders can I backup do keep my graphics settings, pofile and key bindings ?
most recent crash logs are here - RPT and mDMP https://filetransfer.io/data-package/ZQmLCxOa#link
next perf/dev
Mon, May 13
Mon, May 13
Nelis75733126 added a comment to T181098: [convoy] AI stops following (consistent failure found, mission included).
after doing even more testing, it seems that the followers in the convoy "freeze" most often on intersections and very sharp corners.
Nelis75733126 added a comment to T181098: [convoy] AI stops following (consistent failure found, mission included).
i would like to add that it seems like the speed of the convoy has a big impact on the behavior. when the movement speed is low, the route in the test mission will complete completely fine.
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