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May 10 2016
I got it from there too, because it's not included in Arma 3 Tools.
If they want to make life easier for modders they should include all the necessary programs in the current tools, not force people to wander into the internet to get a program they should already have.
That would be very nice, thank you!
I've noticed this as well.
Upvoted.
I can relate.
It happens to me only when i press shift as well.
The steam overlay stays open just a few seconds then disappears by itself, however it will make the keyboard commands glitch.
This is so goddamn annoying.
When using Splendid Camera in the editor and alt-tabbing it gets stuck bringing the camera god knows where.
I hope this gets fixed soon or i'll have to disable it.
Happens to me when i Alt-Tab in and out of the game as well.
Thank you for your time!
At least my ticket was worth something.
I do have the clear temp files option ticked however the temp folder is the default one:
C:\Users\*username*\AppData\Local\Temp
I know how the P: drive works, with the new tools it's a copy of the Arma 3 Tools folder inside steam.
I checked there as well but it wasn't there either.
Is any of the developers ever going to reply or even better fix this??
I've been working for months on several addons and now i can't get to finish them because of some stupid bug.
Deleting the Addonbuilder.log file doesn't seem to fix the issue.
This is so frustrating.
I tried restarting it but didn't solve it.
If i check the log file it says:
2014-06-19 12:39:56,677 [ERROR] - [StandardError]=
2014-06-19 12:39:56,677 [INFO] - Done.
2014-06-19 12:39:56,677 [INFO] - Packing "C:\Users\Operator\AppData\Local\Temp\Cha_Lav25"...
2014-06-19 12:39:57,174 [INFO] - [StandardOutput]=
2014-06-19 12:39:57,175 [ERROR] - [StandardError]=
2014-06-19 12:39:57,175 [INFO] - Done.
2014-06-19 12:39:57,175 [INFO] - Copying PBO. [source]=C:\Users\Operator\AppData\Local\Temp\Cha_Lav25.pbo, [dest]=C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@cha_test\addons\Cha_Lav25.pbo
2014-06-19 12:39:57,175 [INFO] - Done.
2014-06-19 12:39:57,175 [INFO] - Build Successful
2014-06-19 12:40:42,482 [INFO] -
Having the same problem right now.
I can't go on with my project if i can't test it.
In real life you'd die if you were to dive below 30m of depth or so, i'd say the game is even too generous as it is now.
What kills you is the pressure of the water above your head.
I don't know how SDVs work but i assume they are not meant for deep sea exploration.
unfortunately i can't test it right now because my entire modfolder was deleted some time ago and i lost the map i was working on.
Ok, i'll explain myself better.
I have a small map, 2048x2048m, with roughly 20'000 objects (of which 17k are plants) as of now.
Until a few days ago buldozer was loading fine, then it just stopped working out of the blue.
I tried to reboot my pc several times, load previous savings, still no results.
A few moments ago it was still doing that.
I went into my library, hid all the plants, started buldozer with just 3'000 objects on map and it started flawlessly.
Went back into my library, set all the plants to "show", restarted buldozer and the issue seems to have fixed itself.
I can't give you any more detail because there really isn't anything else to it.
One minute it was working, the next it wasn't.
If there's something more i can do let me know, thanks.
Well good to know, thanks.
I still can't figure out how to make this work, the path to project folder dialog from the GUI is broken and i'm having no success with parameters.
By using:
"C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Tools\AddonBuilder\AddonBuilder.exe" "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@cha_test\addons" -clear -prefix="cha\cha_lav25" -project="p:\cha\cha_lav25"
It keeps telling me the destination parameter is incorrect, if i remove the quotation marks it tells me there can only be one source and destination parameter (i'm assuming it doesn't like spaces between folder names).
How can i solve this?
Is the GUI ever going to be fixed?
Working with shortcuts and parameters is really slow and painful.
This is still an issue, it's impossible to work with terrain builder when i have to restart my pc every 30 minutes because of random lock downs.
Are you ever going to fix this or what?
The terrain i was working on at the time was a mere 2x2km with less than a thousend objects so i guess it's safe to say map size doesn't affect it.
I don't honestly remember Kju, it's really been some time.
I used the standard parameters though, so if that's one of them i guess yes.
The problems i had were similar to what Sumrak described.
No i did not.
However i haven't used terrain builder in quite some time now, i don't know if it would still have this problem.
I've just stopped using Addon Builder altogether and disabled auto updates some months ago to avoid it from messing with my settings and modfolder.
I can't confirm if the problem is still present as of today because my version is obsolete.
Sorry for wasting your time.
The problem is still present as of latest stable patch.
It was solved a few months ago but now it started again.
Problem is still persistent, sometimes Arma 3 cannot run when Buldozer is open.
I start the tools i need from links i keep in the application bar.
I usually launch Addon Builder and Object Builder directly from there, i don't even use the Arma 3 Tools dialogue window.
so... is this going to be fixed eventually?
the game has been out for over a year and a half now.
Thanks for your reply!
3 and a half months have passed and not a single developer showed his face to at least give us a reasonable explanation why they clearly don't want to give us this.
I ended up solving this on my own with a small mod but it's not the same as having it implemented in game.
Are we gonna get this?
The gunner goes crazy when ordered to fire, it keeps switching between weapons as soon as there's a slight chance of making a hit with skyfires, even if he's ordered to use cannon.
It's just a matter of litterally moving two lines in a config, it can't be that hard.
Up voted!!!
And also easy to do!!
Upvoted. The more content, the better.
Everyone would benefit from towing vehicles... think of towable howitzers like the m119, or towing vehicles on an aircraft carrier.
If they have to fix the radar system they might fix it for good.
It's something the community has been requesting since forever.
I don't know what kind of deep knowledge of the Arma engine you have to make such statement, but i'll concede you the benefit of the doubt.
My point still stands though, it would be better if the devs spent more time on doing something that in the end is much more immersive and complete, rather than doing small tweaks to a faulty system that is going to require modders to come through anyway.
Deeper Radar simulation with proper SAM emplacements, SEAD assets, properly working radars on helos and jets, IR sensors for tanks, etc, that work separated from the magic A3 radar, which should work only as compass and vehicle/turret orientation HUD like ACE had in A2.
I don't expect the level of immersion of a dedicated simulator like steel beasts or BMS but what we have now is pretty arcade.
Not even battlefield has magic spotting radars.
They should remove the radar and swap it with just a normal compass with view cones for other crew members if the vehicle has them.
That's it.
This autodetect magical radar has no point and ruins the fun, even more puts AI at a significant advantage since they can automatically spot anything with no problem.
This appears to be still present, and it seems to affect vehicles too.
I tried making a cluster bomb, as soon as i use ShotSubmunitions it's like both the weapon and the magazine were never added, the bombs don't even appear on pylons.
Then as soon as i switch back to regular bomb simulation everything goes back to normal, bombs appear on pylons, weapon can be selected by pressing F and bombs are dropped normally like any GBU/Mk82 (except for the obvious lack of submunitions being deployed).
Any news?
Upvoted...
Point is heli countermeasures are ridiculously effective.
Even with a Cheetah or a Tigris, that are supposed to be the best AA platform given their dedicated role, they drop flares and missiles are evaded, even by shooting them one at a a time or all together.
In the mean time they have ATGMs that can lock from 5km away and there's really nothing you can do to evade them, making any ground AA platform worthless.
upvoted!
The OFP2_ManSkeleton error is still being spammed like hell in RPT, despite not having any noticeable problem in game.
This is something the devs need to fix in a reliable way, they can't let us wander in the dark without even showing their face and give a reasonable explanation as to why this happens!!!
Regular companies PAY people to track bugs, now we not only have to track them for free (which is understandable, since BIS is a rather small company), we even have to go our own way and fix them? You can't be serious. :D
I made a small contribution as well, sorry if this was already reported:
http://forums.bistudio.com/showthread.php?167067-Fixed-Wing-Flight-Model-%28dev-branch%29/page38
50.cal with tracers for the commander would be very useful, combined with the coaxial 6.5 mg for the gunner.
You can edit your mission.sqm file as text and just redefine any unit as EAST instead of WEST.
I usually run a script that keeps filling the cargo load like:
while (true) do
{
sleep 5;
supplytruck setammocargo 100000;
};
Maybe this isn't exactly working as i wrote it from memory and possibly needs some tweaking but i assure you it works.
They updated it a few days ago on the Dev branch.
It still isn't perfect but adds to the Marid and Marshall a compass/radar like the Panther.
I think we should have the final retail version of Arma 3 before saying anything about lack of contents.
Don't get me wrong because i had the same impression you had but i think there's still more they didn't show on purpose.
UPFRIGGINVOTED!!!
It's a nightmare to have the AI as copilot!!!
Dslyecxi's video says it all...
Crash landing almost always results in blowing up like fireworks, and this is not related just to the helicopters but everything else in game.
If you crash your car in a tree it's reasonable it's damaged beyond repairs and you suffer major wounds or death but the vehicle shouldn't blow up like it had the trunk loaded with explosives.
Also Marid's hidden selections are all messed up, some parts cannot be retexturized on any of the three levels available.
Upvoted.
I was using this a few hours ago and i was going insane trying to hold the turret stable.
Anyway as of now the commander's periscope rotates opposite to the gunner's turret.
It's the only vehicle i have this problem with so far.
The NLAW should work like the RPG42, as in with an intelligible reticle or proper zeroing and unguided rockets to make the game a bit more challenging than a simple "click to win".
There should also be some light, unguided, one-time use AT/HE launchers like M72 or AT4 that infantrymen can carry without much impact on their fatigue so they can take out an MRAP/bunker and still be able to carry extra magazines or grenades. Current Light AT is everything but light.
Also the titan should have a top-bottom attack function like the Javelin, it even has the same display layout, why not doing things properly then...?
Yes you can.
If i remember correctly it's just a rail with a locking mechanism so yes it's simple. The mounting bracket too can be attached/removed just by sliding it in the baseplate and pushing a button.
If bohemia doesn't want users to have it by default maybe they should introduce a key combination like shift + N in order to mount/remove them from the helmet, so everyone is happy.
http://i602.photobucket.com/albums/tt104/vor033/USMC/152.jpg
The baseplate is but the bracket and the nvg itself are two (or more) different parts.
/upvoted
Without third person being driver of an APC means spending hours looking at that narrow overlay and feels like you are completely out of the game.
+1
Yes it is limited to A2/OA maps only.
Which is the vast majority of maps the community happens to like and are actually small enough not to force you to 10 FPS while online.
Also after all the work the community has done over the years it's absurd to just throw it away.
Backwards compatibility is one of the main issues modders have with this game because every 4-5 years we have to start over and trash everything we did before because the engine doesn't support them anymore.
Periodic reminder this hasn't been fixed yet.
It's been almost over a year now, are you ever going to fix this or what?
Arma AI is well known not to be easily intimidated anyway, even shooting at them won't work most of the times, i doubt a flashlight could do that. :D
Anyway it's still something more you have if you like to play PvP (i don't) so there's no reason for it not to be powerful enough to disorient another human player.
Protip: flashlights are used to be pointed directly at the enemy to disorient him at night, they're not meant to be used as navigation lights.
Best practice is to avoid visible light at all or use filtered low intensity leds (like the ones mounted on the side of the helmet), even if you use NVGs (nobody says the enemy doesn't have them as well).
However, because of what i just wrote, i agree with giving flashlights more powerful illumination.
Upvoted.
I always use them and i'm always disappointed because the work i put in doesn't show up in the mission selection lobby.
How can something so evident stay unsolved for so long?
Well you know rogerx, you can't really go to an Italian restourant and complain they don't serve you chinese food.
If you want chinese you go to a chinese restaurant.
Same thing if you want a fast paced game and you don't like waiting you don't play arma but choose another one like cod or battlefield.
I don't mean to criticize your taste, Arma has always been a niche game for a reason, as feral said each to their own.
p.s. it might surprise you but you're not the only one who works for a living. Crazy, right?? :DDDDDDDD
@ rogerx:
It's not like anybody forced you to buy this game without giving you the chance to inform yourself on what you were getting into.
There's thousends of people making arma videos on youtube.
If you want to just go pew pew boom boom join a public domi (or whatever it is they run on public servers nowadays), halo jump by yourself and have fun playing on your own like the other 29 people connected, or even better change game because Arma is never going to be what you want. It's just how it is.
It also depends on what shoots you i guess.
A 12.7 or a 7.62 burst would most likely chop off your arm.
The issue is still persistent, i'm uploading a couple screenshots.
In A2 there was a dedicated static model of a C130 with walkable interiors for halo jumps and such but, as i said, it was a static object.
Anyway this would be really cool, it's absurd BIS spent all that time on water physics and such and then we don't even get proper simulation to actually make it worth it.
May 9 2016
Well you know, adding a module is done with three clicks of a mouse in the editor.
It's a sacrifice i'm willing to make if i get a fully functional fastroping in game. :)
The passengers should also be allowed to turn out in vehicles like APCs that have an openable rooftop and shoot or observe from there.
http://www.globalsecurity.org/military/systems/ground/images/stryker_050101a_0ntyoa2005-01-31.jpg
http://2.bp.blogspot.com/-Wj7c4VswBNU/UOXdCBqEpkI/AAAAAAAAARw/CcKQpxN43bA/s1600/Pakistan+BTR-80.jpg