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May 10 2016

SaOk added a comment to T70773: SP missions loaded from STEAMWORKS cant be resumed without mission breaking bad.

Cool, thanks :)

May 10 2016, 5:24 AM · Arma 3
SaOk added a comment to T70773: SP missions loaded from STEAMWORKS cant be resumed without mission breaking bad.

Thanks, :) still needs some tweaking to make it more stable with FPS.

May 10 2016, 5:24 AM · Arma 3
SaOk added a comment to T70773: SP missions loaded from STEAMWORKS cant be resumed without mission breaking bad.

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.

May 10 2016, 5:24 AM · Arma 3
SaOk edited Steps To Reproduce on T70773: SP missions loaded from STEAMWORKS cant be resumed without mission breaking bad.
May 10 2016, 5:24 AM · Arma 3
SaOk edited Steps To Reproduce on T70537: Error-message is displayed everytime when entering high-command selection.
May 10 2016, 5:16 AM · Arma 3
SaOk added a comment to T70460: Add "cursorToWorld" command.

Would need this command too in my construction system.

May 10 2016, 5:13 AM · Arma 3
SaOk added a comment to T69648: Small objects (e.g. bottles) instantly stop heavy vehicles.

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. ;)

May 10 2016, 4:43 AM · Arma 3
SaOk added a comment to T69648: Small objects (e.g. bottles) instantly stop heavy vehicles.

Re-uploaded the example mission with one typo fixed that caused error-message in the new dev-version.

May 10 2016, 4:43 AM · Arma 3
SaOk added a comment to T69648: Small objects (e.g. bottles) instantly stop heavy vehicles.

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).

May 10 2016, 4:43 AM · Arma 3
SaOk edited Steps To Reproduce on T69648: Small objects (e.g. bottles) instantly stop heavy vehicles.
May 10 2016, 4:43 AM · Arma 3
SaOk edited Steps To Reproduce on T69544: Add blacklist/min range for selectBestPlaces-command.
May 10 2016, 4:39 AM · Arma 3
SaOk added a comment to T69358: setPiPEffect [4] doesn't mirror the image.

Made a sample video for possible extra motivation: https://youtu.be/A3NHSezooec ;)

May 10 2016, 4:32 AM · Arma 3
SaOk added a comment to T69358: setPiPEffect [4] doesn't mirror the image.

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.

May 10 2016, 4:32 AM · Arma 3
SaOk edited Steps To Reproduce on T68878: allowDamage-command dosent work everything (e.g. BarGates).
May 10 2016, 4:11 AM · Arma 3
SaOk added a comment to T68735: Boats stop way too slow..

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.

May 10 2016, 4:06 AM · Arma 3
SaOk edited Steps To Reproduce on T68722: selectBestPlaces-command is much more heavy than in ArmA2 (CO).
May 10 2016, 4:05 AM · Arma 3
SaOk added a comment to T68518: When deploying parachute server crashes..

Ok, sure. I will send example mission back in few moments.

May 10 2016, 3:57 AM · Arma 3
SaOk added a comment to T68518: When deploying parachute server crashes..

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).

May 10 2016, 3:57 AM · Arma 3
SaOk added a comment to T68518: When deploying parachute server crashes..

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.

May 10 2016, 3:57 AM · Arma 3
SaOk added a comment to T67343: [AiA] If unit dies with a weapon in hand that lacks a geod LOD (ie A2/OA SVD), the game crashes instantly..

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.

May 10 2016, 3:16 AM · Arma 3
SaOk edited Steps To Reproduce on T66244: Crash - Fault address: 008AAD84 01:004A9D84.
May 10 2016, 2:33 AM · Arma 3
SaOk added a comment to T66244: Crash - Fault address: 008AAD84 01:004A9D84.

Happened instantly when soldier with SDV was shot dead.

May 10 2016, 2:33 AM · Arma 3
SaOk edited Steps To Reproduce on T66243: Crash - Fault address: 008AACF4 01:004A9CF4.
May 10 2016, 2:33 AM · Arma 3
SaOk added a comment to T66182: Crash - Fault address: 0052A78D 01:0012978D.

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.

May 10 2016, 2:31 AM · Arma 3
SaOk edited Steps To Reproduce on T66182: Crash - Fault address: 0052A78D 01:0012978D.
May 10 2016, 2:31 AM · Arma 3
SaOk edited Steps To Reproduce on T66031: Lip sync (Lip-files) dont work.
May 10 2016, 2:24 AM · Arma 3
SaOk edited Steps To Reproduce on T65391: Dense blurry filter forced on for intro cutscenes.
May 10 2016, 1:57 AM · Arma 3
SaOk added a comment to T63829: lineIntersectsWith not detecting infantry.

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.

May 10 2016, 1:00 AM · Arma 3
SaOk added a comment to T63829: lineIntersectsWith not detecting infantry.

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.

May 10 2016, 1:00 AM · Arma 3