I'm sure there was a Towing function in the earlier releases of A3 but It vanished quickly before I'd taken a look at it, so I can't say if it was a real or fake (simple attachto) towing function.
Wasn't this also a confirmed feature of A3.
I'm sure there was a Towing function in the earlier releases of A3 but It vanished quickly before I'd taken a look at it, so I can't say if it was a real or fake (simple attachto) towing function.
Wasn't this also a confirmed feature of A3.
I think it can be closed for some reason my PC had unclocked itself and was running at half speed.
Confirmed only working with sniper.
Dofire seems to have no effect in this game anymore, has it's functionality been removed?
This has been a pain in all versions of the game.
If you have AI in your group they will call out if they see a tank but they only do this if it's got a crew.
So you can just walk up to it without any fear, total immersion killer.
What we really need is a threat setting for vehicles.
lower levels it would be ignored as it is now
medium level approach with caution
Higher levels avoid
Highest attack
You really need to supply a mission, it's hard to fix something you can't see happening.
Sorry for the late response but PC went down.
Yes seems to be working correctly again thanks.
There is an animation but it's way too fast.
to see it place this in the mgunners init.
null=this spawn {sleep 2;_this setdamage 1;setAccTime 0.1; sleep 0.6; setAccTime 1}
I do use Dev mode and it was working fine until yesterdays update.
I have the same issue if they are in my group with the exception of the pilots they still responds to the commands.
I thought the two problems lower weapons and standing were related but this seems not to be the case as the lower weapons issue started a while back.
I will post start another thread later.
Also no mods either.
That didn't work either One unit stands the other remains on the ground.
Also units joining your group also ignore the stand command.
In fact AI groups are ignoring the stand command even when in safe mode.
This has no effect once they have gone prone.
{_x setunitpos "up"} foreach units grp
even single units won't respond to "up"
man setunitpos "Down"; works
man setunitpos "middle"; works
man setunitpos "up";// fails
What I'm getting is if the group goes in to Combat Mode they crawl everywhere and you can't reset them using safe or careless. It looks funny seeing all the units wriggling around like worms but it's a total game breaker.
They also removed nearly all the invisible targets and most have been removed totally so can't be spawned.
We need another option for after it's supposedly marked as fixed, there should be another option to vote that it's still not right or broken.
BIS should be honest if they ever have any intentions of fixing Vehicle AI.
I get very frustrated checking daily for patches mainly to see if anything has been done to improve the situation.
This is such a big area of the game that feels as if it's been completely written off.
Right now it doesn't even function as well as A2/OA at least there you could just be a gunner in a vehicle without being forced to issue orders to the AI driver following waypoints.
It seems like they've done that as they know AI can't drive worth a damn and make the player do it all.
Yes it's still broken but if you read the earlier post by oukej he has promised to keep us informed and it's only been six months since then.
7 months and it's still broken
I did copy the waypoints and chopper to another mission and it still wouldn't land. I haven't tried to merge it yet.
One thing I was doing previous was messing about with attachto and enablesimulation false/true on the chopper.
None of which are currently in the mission.
I also changed vehicles and made new waypoints but still wouldn't land.
The last test was just one getout waypoint and helipad and it still wouldn't land.
Nice spot about the pad, I can confirm it only lands when there is no pad present, actually not only does it fail to land but flies upwards from 50meters to 140meters then settles around to 100 meters in height.
Oddly when I create a fresh mission from scratch it works fine, I'm suspecting something gets corrupted as it isn't the first time I've seen things like this happen.
I believe this mission maybe a corrupted in some way.
I do the same things on a new clean map the same commands work.
It's just in that mission that they won't land.
Even if I set up more choppers they wouldn't land on that mission.
When tested in A2/OA there is very little change in FPS.
It's hard to see a reason for this unless it's an actual bug.
This actually seems to be fixed now, probably related to patch 04-12-2013
EXE rev. 113178 where it mentions stuck crew in IFRIT and HELIS
I can confirm most of the above.
Tanks are driving way too fast in corners and missing the turns.
They then try and back up when the folowing tank slams into the back or takes avoiding action and gets hung up on a fence.
The can't drive grouped.
I'd forgot about this ticket, it does seem to be fixed now in current Dev build 1.19.123962
Better than changing setmass and setcenterofmas would be including the VBS command
AddForce
Description: Applies force to object. Force vector is in global coordinates and magnitude of force corresponds to Newtons. Position to which force is applied is in model coordinates. If force is applied to a point that is not equal to objects centre of gravity, torque will be invoked as well. During movement force should be applied constantly, close to once per frame. Only applicable on physix objects.
car addForce [[0,100,0],[0,0,0]]
I'd have to agree unless they put up a counter argument it's meaningless.
Teamswitch was fixed but in the last couple of builds it was broken again.
No mods.
I did test stable version and that works but after re-enabling Dev build it fails again.
Sorry I thought I had uploaded it, it is there now.
If you think this isn't related to the current topic I'll post a new thread.
No Pics as I can't use my A3 system for a day or two.
Actually it's even worse on vehicles they go on being damaged after they are destroyed.
I've included a visual display of this, only one EVH is used with no loops.
It's worth watching as pictures say more than words.
Just watch the chopper AI will destroy it for you.
For full effect you may need to run it a few time as sometimes it doesn't kill the pilots and so doesn't crash.
I did a further test because I thought the spawned object could have been causing additional damage but it's not the issue.
The work around described by mestoth does work but not for all choppers.
It does prove that both sets of lights can work together.
Just fix the damn lights.
In A2 objects attached can be seen some times but they're usually drawn in the wrong position or wrong scale, I assume it's part of the same issue in A3 although I haven't looked at it myself.
Also if there is an empty tank next to it that has never been used it's ignored.
If you teleport someone into it they magically know it's a threat and open fire.
That can work but it is still only a work around, I use an invisible helper object or game logic and attach small objects to that and then just move the helper with the main object. It's not ideal but they are actually attached.
A sort of virtual object holder.
It's strange that you can attach objects to helpers , grave items, game logics and vehicles but not desks, tables and shelves.
Attchto does seem to be messed up. Using small objects I get the following
file1 setpos (table1 modeltoworld [0.2,0,0.41]);file1 attachto [table1];
Will also set the files without it falling however if you move the table the object is left behind.
Also if I use the following nothing happens (small objects file)
null=[] spawn {sleep 1;file1 attachto [desk,[0,0,0.56]]};
But if you change sleep 1 to sleep 0.01 the file now moves to the desk.
If you use files from Intel then the delay doesn't matter.
There is no consistency with object in this game. Attched should attach them not position them and whats with the delay?
Probably related to http://feedback.arma3.com/view.php?id=7228
They need to bring back a new version of the search light.
We finally have better lighting but nothing to exploit it.
attaching triggers to objects is working correctly for me.
If you still have the problem you should upload a mission for testing.
The title says trigger but your description and code refers to markers.
Markers can only be moved not attached.
Yes seems to have been fixed at some point.
You would think it would be easy to just draw a filter up to the water level which would be removed when diving and revert to normal.
I'll have to look at this as previously they could detect dead units through walls even when not in the same group.
I hope it fixes that also.
I was just about to post the same, when doing a stealth mission it's really frustrating that the AI can detect a dead body they can't see.
Yes I've had this issue in the past, I'd rather not use videos if you can't terminate both sound and vision.
They also don't know how to shoot and just fire randomly at the target.
You would think it would be easy to just draw a filter up to the water level which would be removed when diving and revert to normal.
yes at normal volume I can't hear it.
Yes it's bit of an immersion killer.
_DP = floor (random 10); no it wouldn't it would be between 0-9
You don't always need to declare the variable.
setvariable has been around for a while not just for A3.
The error report is new because previously it reported nothing but the error was there preventing scripts running.
This issue seems to have been fixed sometime ago, I've not had it happen in the last six months so I think it should be closed.
I had this yesterday first time ever.
A reboot fixed it for me and it also affected the player.
I did get an error message the first time but nothing after that, it mentioned something to do with cfgskellington, I only had a hunter and player on the map.
No Mods or addons.
It would also be nice if you could rightclick on an object and go straight to it's config
I don't see a problem having these options in game as long as they can be disabled.
I didn't have much time yesterday but it did seem to works as in A2 so that should be fine as it should allows older A2 scripts to work.
Yes you should be able to keep it up with the terc animation command, that's how it was done in A2/OA.
It really doesn't bother me either way.
Oh that could be an issue with newly created scripts.
How I see nopop working now is that it disables all automatic animation.
So when you use nopop = true all you do to make a target go down when shot is to add a hit eventhandler to the target.
To me it makes more sense now but we'll have to wait and see what happens.
Same here it becomes a fixed target.
I thought it was a special command although I've never seen it documented it always worked before.
I don't know when it started but East icon when zoomed in is now about 50x bigger than blufor.
Voted yes but I think it needs to be optional.
In real life you can issue a guy with multiple orders as stands now it's very limiting so I think they fudge it by allowing remote orders.
They should stop the remote unit without a radio reporting back and alerting the group. The group should also be unaware of units death unlike how it is now where they know instantly when a unit dies and go into aware mode.
I think it was working fine when first released, now it's blank.
It still seems to be broken for the most part in todays build 0.75.10826
Opposing units Careless and Safe seem ok so far.
But units both in Safe mode still engage with grenades.
I posted another example mission where both side are set Safe
This does now seem fixed in 075.108339
never fire works in safe and careless now.
in careless both sides ignore each other.
in safe they try and avoid each other.
this looks ok to me.
Yes it does seem messed up, I set mass using a negative number and the chopper sank into the ground.
Also had the lock up using zero mass.
Looks like they haven't adjusted for vehicle length.
Yes that does seem to work although a little bit hit and miss.
I've had it work at 95 seconds and later fail at the same (Haven't checked A3 only A2/OA) but worked again when set at 100.
However it isn't much help if you only want to check it after 10 seconds.
So the question remains is it a bug or the desired effect.
you can but it won't work either
[bob] join grpnull
If you kill bob and he's the only unit on the map the trigger still fires.
The same if you delete him.
The trigger doesn't re-check the detecting unit it, it assumes that condition hasn't changed.
The only way to stop it is to remove the detected unit from the trigger area as that's the condition it checks the second time around.
Yes just noticed it today version 075.108236
Seems to be fixed now in latest updates
A much simpler example is just place several AI units with no ammo and an ammobox.
They get stuck in a continuous loop.
Even when this is fixed (living in hope) there are still issues.
There should be a command to have them return to original position.
They shouldn't be able to take ammo from hidden boxes or vehicles.
Right now you know where they're going to be after every conflict grouped around ammo supplies.
And the animation sucks.
The AI also have the ability to see ammo boxes behind walls.
As well as fixing these issues it should be possible to disable rearming as it's braking missions when AI constantly run off to rearm and they all stand around ammo boxes.
Al slider or some variable to allow adjustment, ie
0 norearm
0.5 halfempty
0.9 rearm asap.
It should be put back then as it was, what next a minimum safe distance when throwing a grenade on land.
There are issues with other wapoints
Units on waypoints walk through the floor on some buildings.
AI in your group will walk up the steps in some buildings and not others.
Control tower.
AI on waypoints will walk up the steps but will first walk through the steps and walls.
AI in your group won't walk up the steps in the control tower when given a
position to move to.
No addons no script, height is not an option with building locations.
It's all completely messed up.
It's here if you've not seen it. Only a minor issue.
I put up a simple mission.
No enemy AI to confuse the issue.
Waypoint careless fullspeed for one group and for a comparison another group using setbehaviour "Careless" and a domove command.
For grenade throwing while ordered to "never fire" I'll post another report.
They will run in carless if you don't use waypoints but use domove instead along with never fire, so it has to be a waypoint issue.
This is extremely annoying.In both Safe and Careless modes units refuse to run even when no enemy are present.
NEVER FIRE is also broken as units will still throw grenades
These problems were not seen as much in A2/OA. Tested again and it is still a problem in OA. They seem to run to cathc up then walk this looks very poor.
Rust colour with smoke, the smoke does become detached and spawns in the air if the mortar is not in the original position when destroyed.
Isn't it the same with all vehicles?
The command does work but not in the way you'd expect.
it only seems to disable soldiers and vehicles and not vehicle to vehicle / object to object collisions.
Vehicle to Vehicle would be useful when using attachto command to stop damage.
Loading times could increase significantly in the editor, having to load the map a few hundred times could get really annoying if it takes any longer than it does now.