Please look at this doc: BIKI ExampleWeaponConfig - CfgSoundSets
Pay attention to TAG_Your_Rifle_Tail_SoundSet, you can make sure that all tail sounds should have the frequencyRandomizer parameter greater than 0 — tails plays overlap each other, different sound frequency allow to get rid of glitch.
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Sat, Apr 5
In T177680#2765264, @BIS_fnc_KK wrote:fixed in future update
Fri, Apr 4
its work - virtual slot
addMissionEventHandler ["PlayerConnected", { params ["_id", "_uid", "_name", "_jip", "_owner", "_idstr"]; [_owner,_uid] spawn { params ["_ow","_uid"]; _grp = createGroup WEST; _ap = _grp createUnit [_type,_respos, [], 0, "NONE"]; [_ap] joinSilent _grp; waituntil {!isnull _ap}; [_ap] remoteExecCall ["selectPlayer",_ow]; }; }];
1/2 were already done with callExtensionArgs and ExtensionCallback.
- is mostly done, allExtensions command returns signatures. But there is no way to enforce signature checking and only allow loading signed version of extension.
I don't see a problem with that solution. Using SRV records like that could work as some kind of shitty matchmaker if you follow the weight and priority parts of the SRV record, but if that is not intended then it's user error. But I'd imagine the main usage would be hosted solutions where multiple servers share the same IP as described by Jaffa, or like @HeroGamers games describes having something like mycommunity.org point to server4.coolgameservers.net, port 23456, both of which wouldn't be degraded by saving the last resolved host/port.
Scratch some part of that.
I can use the same connectToServer hack also for the direct connect UI.
So you have to specifically enter domain and port 0 (or manually empty it (it will be default filled with 2302)) in direct connect.
Then it will try to resolve the port via SRV record, if that fails it falls back to 2302 (same as would've happened before if you left it empty or entered 0 manually)
Thu, Apr 3
Wed, Apr 2
Running my test missions again seems like it was, or at least it's switching the target a lot faster so this can be closed now @dedmen
Tue, Apr 1
This seems to have been done in 2.14
get/setOpticsMode
If wrong, ping me.
In T184219#2782959, @dedmen wrote:What are you doing that 2048 arguments are not enough??
What are you doing that 2048 arguments are not enough??
In T154359#2782908, @dedmen wrote:Use getAttackTarget instead. If that is wrong then ping me.
Use getAttackTarget instead. If that is wrong then ping me.
Revision: 152762
_entity removeAllMagazinesTurret _turretPath
Mon, Mar 31
Can confirm there is a similar issue on ArmA Reforger regarding Round Start:
https://feedback.bistudio.com/T190471
Sun, Mar 30
right rearview mirror bug not replicated on the current build
since we are actively playing with the Escape and Liberation community the above situation hasn't happened to us yet, we would have noticed it for sure.. on the current build I can't replicate the problem
the problem was not replicated on the current build even after ten attempts
the Mi-17 lacked countermeasures
Sat, Mar 29
can't repro
fixed in the hotfix (rev 12692)
Fri, Mar 28
confirmed. Cannot find any event handler that works with "switch to group member"
I had some time to test. I observe that the following work:
Thu, Mar 27
Steam Beta Client was bugged for a while and caused crashes. Valve already fixed it.
Yeah well "cpu: Pentium(R) Dual-Core CPU E6300 @ 2.80GHz"
Too old CPU (That one is from 2009). That code that used the unsupported instruction was removed on profiling branch, but different code was added that uses the same instruction.
Your CPU is just too old, I'm surprised it can run windows 10.
We will not fix that.
Please. Stop openiing new tickets for the same thing.
You are getting an error message, it tells you why its crashing.
secExt_x64.dll That comes from the @Rocket Life modpack. Ask them. It failed trying to get your hard drives serial numbers.
Wiki documentation was wrong. Because https://feedback.bistudio.com/T178348 was not resolved until today. It'll be a thing in 2.20