it is programmed in the engine to destroy second rotor if first is destroyed, I will look at config to see if it actually gonna make any difference
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fixed in future update
Currently 75 texture classes affects this faction access problem if search for faction[]= in All-in-One configuration file
May be teaching engine to recognise faction[]={}; as well as factions[]={}; will cause less suffering than fixing the configuration data?
Tue, Mar 4
It appears that this is fixed in 2.19.152675 -- not sure if " Tweaked: inAreaArray/inAreaArrayIndexes array of positions has been unified and can accept positions in format array, object, group, location, marker (while ignoring nils) " in that update was what fixed it or what, but the antistasi code now works fine :)
Mon, Mar 3
It really looks like an error
For class HitVRRotor value in params name and convexComponent should be replaced by main_rotor_2_hit
Sun, Mar 2
^ That's some bot advertisement spam
Sat, Mar 1
Fri, Feb 28
Thu, Feb 27
Already fixed. Thanks for reporting!
Fixed, closing. Thanks for reporting!
Not sure about this one, forwarded to the Arma 3 team.
Wed, Feb 26
addPlayerScores, addScore they also don't work if the player changes sides
we have to take detours
Tue, Feb 25
This bug is quite serious for the Expeditionary Forces CDLC as the AAV9 is specifically marketed as being amphibious and able to do beach landings for the US Marines.
Mon, Feb 24
In T188318#2754101, @dedmen wrote:Won't fix. I have no idea where to look.
Yeah can confirm and reproduce on my system as well. Fix would be much appreciated!
Sun, Feb 23
This bug also affects CUP and RHS tracked amphibious vehicles. They cannot turn in water, but can move forward if their waypoint is in front of them.
Sat, Feb 22
Painful this has gone unanswered for almost a year, bumping for hope it gets seen.
Thu, Feb 20
Mirror was never implemented, the wiki was wrong, and the wiki has been fixed since then.
5/6 are fixed in 2.20
Wed, Feb 19
Mon, Feb 17
The crash happened inside Microsofts XAudio code. Nothing we can do about that. We cannot fix Microsoft's errors.
Well I don't know either...
You have submitted 7 crashes.
Each of these is something different, and they all look random and seem to make no sense, and I have never seen any of them before.
The crashing thing seems to be some joystick that you have attached, "vJoy Device"
The crash is actually inside a windows library, nothing we can do about that. Probably just remove your joystick or gamepad.
In the rpt log I also see there are some issues with your joystick
Sun, Feb 16
Relates to T66212
Sat, Feb 15
This is still an issue in CSLA 1.2, and also affects the new static turrets added in that update.
Sorry, you've misunderstood what this is about. I'm not talking about additional sights on the optic itself.
this is an engine (tidesystem) problem that we're trying to solve. We use "engine" water (sea) and currently boats float only when there is low tide - low water level.
more information about this issue can be found here on FT in this ticket: https://feedback.bistudio.com/T146448
reflex sight/collimators don't have an alternative view above the sights
Ah I didnt think to try out for AI, thank you very much
Fri, Feb 14
It was ignored for player used weapons, not for AI.
2.20 also adds config entry for map controls
useRealViewport = 1 to enable it by default, then you don't need to use script command
Fixed in https://feedback.bistudio.com/T189016
due to backwards compatibility you need to run a command, or add a config entry to enable it.
Fixed in https://feedback.bistudio.com/T189016
due to backwards compatibility you need to run a command, or add a config entry to enable it.
Fixed in https://feedback.bistudio.com/T189016
due to backwards compatibility you need to run a command, or add a config entry to enable it.
Okey.
Due to backwards compatibility, we need to mess around a bit.
Per @dedmen request here is a PBO where once this issue works the suppressor (on MX rifle) should reduce the recoil o 25% of its original value when not prone, or if prone to 5%. Other fields like the hit coef dont appear to work, so if it gets fixed then with this suppressor they should do 10x more damage (Picked an extreme value to test with). I imagine typicalSpeed value also doesnt work, unsure how to test on my end.
Thu, Feb 13
It is easier to see if you also change the position of the background like this
with localNamespace do { private _display = findDisplay 46 createDisplay "RscDisplayEmpty"; private _ctrlGroup = _display ctrlCreate ["RscControlsGroup", -1]; private _ctrlText = _display ctrlCreate ["RscText", -1, _ctrlGroup]; _ctrltext ctrlSetPosition [0.2, 0.2, 1, 1]; _ctrlText ctrlSetBackgroundColor [1, 0, 0, 0.5]; _ctrlText ctrlCommit 0; private _ctrlMap = _display ctrlCreate ["RscMapControl", -1, _ctrlGroup]; _ctrlMap ctrlMapSetPosition [0, 0, 0.5, 0.5]; // effect is immediate _ctrlMap ctrlMapAnimAdd [0, ctrlMapScale _ctrlMap, player]; ctrlMapAnimCommit _ctrlMap; _ctrlGroup ctrlSetPosition [0.2, 0.2, 1, 1]; _ctrlGroup ctrlCommit 0.3; // non instant transition _ctrlMap ctrlMapSetPosition []; // instant sync to new _ctrlGroup position };
You can see that when you click above the red area, the map control is moved. But clicking outside the map area, it is not.
Also the map ignores the ctrlSetPosition, it should be positioned at 0.2/0.2 from the top left. But it is rendered at 0/0