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Arma 3 Activity
May 10 2016
Can't you close it yourself?
Duplicate/related issues:
http://feedback.arma3.com/view.php?id=13724
http://feedback.arma3.com/view.php?id=11725
After further testing, this issue seems only to be able to be replicated while using the blackhawk. It does not vibrate if the rear wheel or the front wheels are on the metal grating surrounding the helipad. All three wheels must be on the helipad in order for it to vibrate.
So it may only be an issue with the blackhawk, not the helipad.
Confirmed with the Ghost Hawk (the real name of the helicopter).
I have tested this on every helicopter, and only the Ghosthawk has instant bouncy-wheels when landing on the helipad.
Thanks Gekkibi for confirmation.
I'll look around for more helipads, and see if it is unique to only this one.
EDIT:
On my quest of finding more helipads, I randomly decided if I could land on a pier. Upon landing, the ghosthawk started exhibiting the bouncy wheels again.
The problem seems to be that the ghosthawk's geometry somehow interferes with specific terrain types.
Mass closing ancient tickets with no activity this year; assume fixed or too trivial etc.
If this issue is still relevant in current dev build, please create a new ticket referencing this one and request for it to be re-opened.
arma3_2013-09-20_23-45-34.rpt is missing in package. Can you please attach this .rpt file? Thank you.
Can't reproduce. Tried multiple helicopters.
PS. Kavala is not the capital of Altis. :)
@movinvan what game version you are using. It works in latest dev.
Mass-closing resolved issues not updated in 10 days.
I'm still not able to assemble the Mortar in any configuration (carrying either pack or both packs on the ground) - it never displays the Assemble action.
class B_Mortar_01_weapon_F: Weapon_Bag_Base
{
author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "B_Mortar_01_weapon_F"; scope = 2; displayName = "$STR_A3_CfgVehicles_B_Mortar_01_Wpn0"; hiddenSelectionsTextures[] = {"\A3\Weapons_F\Ammoboxes\Bags\Data\backpack_small_mcamo_co.paa"}; picture = "\A3\Weapons_F\Ammoboxes\Bags\data\UI\icon_B_C_Small_mcamo.paa"; mass = 380; class assembleInfo: assembleInfo { displayName = "$STR_A3_CfgVehicles_B_Mortar_01_Wpn_assembleInfo0"; assembleTo = "O_Mortar_01_F"; <<<<====================== base = "O_Mortar_01_support_F"; };
};
Fixed according to changelog.
Still broken can you believe it? LOL
Also since the Update if you take the two Mortar parts from a crate you can no longer assemble them. Seems 1 step forward 2 back with these updates
@Linkin I have absolutely no doubt :)
Probably because it's all copy/pasted from one faction to another!!!
Please don't tell me this simple typo is going to take another 6 months to fix! Also while at it could you look at the backwards mortar icon and player getting off mortar facing backward.
Update : Alt tabbing out to the desktop during the loading screen, seems to facilitate a faster loading back to the main menu. This provides a temporary fix to the problem experienced.
Well, yes, that's what's going on on the menu. And I don't have too long loading times.
Update : Latest patch update on 23 Sep 13 (GMT+8) seems to have solved reported issue. Will monitor for any more occurrence of described problem.
Patch on 23 Sep 13 seems to have resolved described problem.
@AD2001
"After playing a multiplayer match, I opted to exit the game and return to the main menu."
This ticket is not about long download times, it's about long loading times when you try to go back to the main menu after playing online.
Well, you do have to load the whole map and the mission that's going on...
Confirmed, happened to me before the first dev build was released (used "stable").
Yeah it's back, I guess they are working on the model.
Resolved a while ago.
Can be closed
Resolved
Type: Public
Branch: Development
Version: 1.03.110339
NOT resolved... Noticed it today.
Could really do with HandleInventory EH right now to allow/deny transferring of an inventory item.
Resolved awhile ago with inventory EH that could be overriden
Possible passed params to the script
[unit, from, to, item, type, action]
unit - EH assigned to
from - originating weaponholder
to - target weaponholder
item - classname or even object of the item
type (optional) - weapon, magazine, item or container
action - PUT or TAKE or THROW??
if EH script returns true the transfer is interrupted otherwise proceed.
@SaMatra this event handler should be called HandleInventory since you indicate to the engine whether or not proceed with default behaviour.
So how do you emulate event handler with current tools? Have a key handler for pressing inventory key if cursorTarget vehicle is not supposed to be open? If yes then what about selecting "Inventory" from menu with the mouse? What about opening Inventory from the map?
Well it was just a suggestion, it can be called anything.
I think this event handler needs to be done first and properly then we might not need disableSwitchClothes commands.
Xeno, regardless of the eventhandler I don't think the full extend of a "lockInventory" command can be achieved right now.
To name just one: Locking the inventory of an object also involves that it doesnt show up on the actionmenu. (open/rearm/take)
Locked weaponholders also shouldn't show up in the "ground" inventory.
LOL at whoever downvoted this, having a bad day?
LOL at whoever downvoted this, having a bad day?
Maybe because you can do this already quite easily without a specific eventhandler?
And how?
@KillZone Kid
Maybe he don't know how to script... He just wants his F-35... ;)
Upvoted for great justice!
Reproduced.
Thank you for repro mission:)
Confirmed with the test mission. Didn't try to verify what's causing it.
thanks for the link, Dslyecxi explains it pretty much in his video.
Your problem is, that you scroll up with the mouse wheel before pressing the middle mouse button for activation. Just try to press the middle mouse button, when you are close to a door helps to open it.
Sorry, but I vote down.
Edit:
The more obvious problem is, when you already have scrolled your mouse wheel, before reaching the activation zone for opening/closing the door, that the primary action isn't "open/close the door" but f.e. "Weapon P07 9mm".
Bohemia has to find a solution for that clunky action menu: http://feedback.arma3.com/view.php?id=10726
I've seen it done, but still not apart of the game.
A3Ru how was it done`? Did they manually change something in mission.Sqm ?
Hope this gets a propper implementation soon.
I do so want this very much. It's quite ridiculous that this hasn't been addressed yet. It's seemingly trivial and would save so much headache to multiplayer pre-game slotting.
Again, even if it was done via a text box next to the description, MP would need, I quote "a more serious revision".
So there is absolutely no way to change the group names in the MP lobby yet? :/
For a military simulation, this should really be addressed somehow.
No need to sound so dramatic. Add box to editor, save a line to mission.sqm then just make the parser read the new line, when it's already retrieving slots and descriptions. However, the system likely being same as in OFP 13 years ago. So, the code is probably a huge ball of crap nobody wants to touch.
Yeah, I assume, the game only reads the mission.sqm for the slots and descriptions while ignoring init etc.
Would it be possible to add a new text field in the editor next to the desciption, in which you would be able to set the squad/callsign? That way there would be a clear place/variable for the game to read without having to go into init field.
Ticket #0012213 might explain why, although I'm not sure if it's the same thing.
Sorry guys. my fix was to turn off freelook under config->Game, then the * key does toggle as it suppose to.
Unable to reproduce.
Mass-closing all resolved issues not updated in the last month.
Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.
threre is now https://community.bistudio.com/wiki/getHit
resolved!