Cool, thanks :)
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May 10 2016
Thanks, :) still needs some tweaking to make it more stable with FPS.
After the latest dev-version, it says now "Cannot load 'path...continue.Arma3Save'" when trying to resume the mission from workshop. I dont have the same mission pbo's in missions folder.
Would need this command too in my construction system.
As small extra note, I noticed that vehicles go through the small blue containers and metal barrels or stop instantly without the containers/barrels moving. At the same time, you can shoot the containers to fell over. Would be cool if those containers would have PhysX-physics too. Would make them burst trash too when hit by vehicle. ;)
Re-uploaded the example mission with one typo fixed that caused error-message in the new dev-version.
Physics are working good now, thank you:
http://www.youtube.com/watch?v=ZccrdM4Qmis
Updated also the sample mission (removed vectorUP-loop since PhysX takes care of the whole journey now).
Made a sample video for possible extra motivation: https://youtu.be/A3NHSezooec ;)
Love to see chromatic aberration and especially film grain working. Would allow to make the videofeed look more natural. To have more believeable security cameras and cameras carried by soldies.
AI also usually drives high speed to nearby cliffs killing all in the boat, if it is trying to follow "transport unload"-waypoint set on beach.
Ok, sure. I will send example mission back in few moments.
Okay, here. I edited that your example and it seem to crash everytime player's group jumps of the chopper. You can sometimes see the chopper exploding and then the game stops.
https://www.dropbox.com/s/5f17jdbjyjgq05v/a3bft_10157_parachutecrashSaOkEdition.Stratis.7z
Edit: Also attached the file now (I failed spot that function before).
The game crashes if AI jumps off moving chopper and open parachutes. Game dosent seem to crash if the chopper is flying still.
Here is the crashdumps (I sent earlier the same files to dwarden via email).
https://www.dropbox.com/s/7wa0toh59hlpcau/Arma%203%20Beta%20Crash%20Dumps%20%231.7z
I use, this code to get the units to jump:
private ["_unit","_veh"];
_unit = _this select 0;
_veh = _this select 1;
removeBackpack _unit;
_unit addbackpack "B_Parachute";
sleep (random 5);
unassignvehicle _unit;
_unit action ["eject",_veh];
sleep (1.5+(random 0.5));
_unit action ["OpenParachute",_unit];
Chopper was spawned if that matters, and it was the green transport chopper or ghosthawk. Tested in SP.
I hope this will be fixed. :) I made my mission to pick weapons randomly from configs (for AI units) to use weapons that player have from installed mods. If there is faulty SVDs or other weapons the mission will randomly crash for him.
Happened instantly when soldier with SDV was shot dead.
Hi, it turned out that crashing was from soldiers carrying SVD's which kju fixed later for him mod. Same with these two reports:
http://feedback.arma3.com/view.php?id=7881
http://feedback.arma3.com/view.php?id=7882
These tickets can be closed, but I will sent crashdumps if new ones appear.
You can divide the vector distance to pieces and commint nearentites check for those points. Used that method succesfully in my dynamic cutscenes to make sure actors arent blocking camera view.
Would be nice to see this included. Would use it e.g in dynamic location cinema to detect units arent blocking camera view. Making it currently in custom way but the result is less good.