getArtilleryComputerSettings sounds good place to put this.
The position is stored in global UI, "GetAtilleryTarget"
the settings command could also return a reference to the UI display? Like shownArtilleryComputer checks.
Its actually a dialog, the dialog that https://community.bistudio.com/wiki/dialog checks. That could've also just returned the dialog display (which can then be checked for null), but alas we have 20 years of tech debt.
All Stories
Today
This seems to have been done on purpose, back in 2018.
Any update from the support team?
I completely agree with this. This is a military sniper and should have a dedicated long range scope for it. Reimplementing "Long range scope" sounds like a proper solution imo. Especially if ONLY sv98 can take it. It can be a military T3 ~ T4 spawn. I mean 4x Acogs are already spawning everywhere. It would be an upgrade from Mosin, and bolt action doesn't make it OP as SVD which is semi auto + takes suppressor. Sounds like a reasonable trade of benefits and drawbacks if you ask me. And a great reason not to get rid of 7.62 rounds once you find .308 sniper usually ... It's not like it's going to make players use Savnnah less often. Might as well be a good chance to test a huge magnification (8-12x) scope with "picture in picture" rendering method..
They aren't visible in Eden, but these wrong icons are explicitly defined in the config. Maybe just remove these definitions so there are no pictures for them at all.
Those are not visible in game and that's why they are not defined. I guess I could try hiding those magazines better in Eden box editor if they are visible over there
There is a CommandChanged group EH, but that only works for commands. See below.
Pack Project == "Publish to Workshop" in Resource Manager
Hello Tim879.
This error means that the BattlEye master server cannot communicate with the client. It may be that the client side is not properly running or there is an issue with your network / firewall setup.
Regards,
Geez
The only crashes in your report are from december, where the game crashed when you were shutting it down.
There are no logs newer than december in there.
next prof/dev
@diruder
@In-Whisky @Permyack
Have you noticed any performance improvements over the last day or two?
there were some further improvements recently. Can you tell if there was a difference?
You can do via:
connectToServer [_ip,_port - 1,_password];
Hello again.
We have checked walpurgis mission as well as normal offline mission on both maps. Both SVD/Aug are spawning only in contaminated area as they are supposed to. VSS/ASVAL are spawning in military areas. Therefore we cannot reproduce this problem.
Hello Traqu.
Currently there are no plans to address this
Regards,
Geez
Thank you dopemike.
We are aware of this problem and fix will be deployed as soon as possible.
Regards,
Geez
Thank you for the report lava76.
We are aware of this problem and we are working on a fix.
Regards,
Geez
Hello blef124.
Please use english language to describe the problem. What kind of error are you experiencing?
Unfortunately still the same dumps as before. Is it possible that the game is not crashing after turning off the bulldozer parameter, but just freezes? As that will not create proper report log.
Also does experimental work for you?
I wonder if we can just get general engine-driven calculation for predicted projectile hit position? This way you could run it in Fired to find out where AI was firing. This will differ a bit from where AI *wanted* to fire though.
Thank you for your feedback. We are aware of this, however I cannot currently promise anything nor I have any information I could share publicly.
Regards,
Geez
I've tried to bring up this clear issue that the new sniper does not have an adequate optic, my previous threads were marked as resolved and then duplicate. The devs don't seem to want to hear this type of feedback.
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Yesterday
Thats quite strange because the box was definitely unchecked and I double checked before launching. But anyway here is a dump after having restarted my computer and making sure there are no parameters checked
PSO-1 & PSO-1-1 are 4x magnification same as 4x ATOG and Western Forces also have 6x ATOG. PU Scope is 3.5x magnification.
The helicopter seems to be still a bit "jumpy" when in water, but other than that it seems to be working. 👍
Hey Geez,
just to give you an update: Since two days we had no issues on 1254. No yellow or red symbol. Performance seems pretty good. Hope it stays that way.
Resolved for 1.25 update.
Thank you for seeing my mistake here is the crash dump after enabling bulldozer and waiting for the game to crash. Then making sure there are no parameters and launching agian.
As stated previously. This is as designed - this comes straight from the developers.
Please refrain from creating any further tickets on this topic.
Nice. I guess its fine with closing the ticket until there somebody has a really big need for single-return syntax.
getModelInfo player
0.000409759
0.000415021
0.000424912
Command return is very different in nature - model name string, skeleton boolean, placing point vector, mass number. Pretty sure in 99.9% cases you'll only ever use a single value (like I do in all my usages), thus the suggestion to have it return only wanted value. I don't REALLY need it but it would be nice to have.
Ok authors can easy add this thing by scripting WeaponDeployed EH
And yes it was a pc screen freeze crash so no logs.
I am behind on drivers so I will update and try again tonight I've also changed settings and it seems to have helped. I will upload new settings.
also distance change ignores too https://youtu.be/MaslgfvHtwc
I don't see the need to spam commands for every place where this pattern appears.
The sound was considered annoying and was intentionally disabled in mid-2018 (Data131653).
Man::Sound weaponInstance
The problem is that everytime a user is added/removed/changed(ready status) in that list, the scrollbar is reset.
Quite hard to reproduce, without battleye on a dev build.
Need example mission with such a pylon based weapon.
Optimally with script that demonstates the issue
So this is occuring on Offical DE 2185
You can add that yourself if you wish.
We will not. The _fnc_scriptName in CfgFunctions is also not automatically added, its in the CfgFunctions init script which prepends a header to every script.
If you want that, you have to script it yourself, just like CfgFunctions does.
Please follow this https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
We need the log files.