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May 10 2016

Bouben added a comment to T78230: Make AI less likely to go prone.

I down-voted the ticket. I absolutely don't agree with the 1 and 2 points. I believe you have managed to put a very poor arguments in there.

  1. Is not true on Arma 3 islands and if true in some scenarios (therefore bug) it should be fixed by fixing the LOS system and not by nerfing the AI behaviour.
  1. Absolutely ridiculous and unacceptable reason you put there (sorry). We should fix the AI shooting skills itself so that they are less super-human and not making them more stupid in their position selection in order to make them easier to hit.

3 and 4 are relevant points and could be fixed by timeouts before going prone or making cities CQB zones for which AI would have special behaviour. This would be very difficult to do properly IMO because there will be inevitable situations when you would love to have AI going prone even in CQB.

May 10 2016, 8:46 AM · Arma 3
kju-PvPscene added a comment to T78230: Make AI less likely to go prone.

yes

May 10 2016, 8:46 AM · Arma 3
Bohemia updated subscribers of T78230: Make AI less likely to go prone.
May 10 2016, 8:46 AM · Arma 3
the_Demongod added a comment to T78230: Make AI less likely to go prone.

This was assigned the instant I created it. Are all AI movement tickets auto-assigned to oukej or something?

May 10 2016, 8:46 AM · Arma 3
kju-PvPscene added a comment to T78229: Please allow us to control the version of the game we are running to an extent.

BI could just add each stable patch as a branch (with stable branch always being the latest).

However it could lead to version madness in MP.

Keeping always one stable prior to latest stable would be useful for organized groups/communities in case a new patch introduces serious issues.

May 10 2016, 8:46 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78230: Make AI less likely to go prone.
May 10 2016, 8:46 AM · Arma 3
Bohemia added a project to T78230: Make AI less likely to go prone: Arma 3.
May 10 2016, 8:46 AM · Arma 3
Bohemia updated subscribers of T78229: Please allow us to control the version of the game we are running to an extent.
May 10 2016, 8:46 AM · Arma 3
KilroytheNerd added a comment to T78228: Loadouts created with Virtual Arsenal are always missing one magazine/40mm grenade/missile.

I don't know about mags but when I go into Arsenal, and test a loadout with a gun in the launcher, the gun will have a mag loaded but the launcher won't. This is painful if you wanna airdrop soldiers with rocket launchers, since you can't have a backpack and a parachute.

May 10 2016, 8:46 AM · Arma 3
Bohemia updated subscribers of T78228: Loadouts created with Virtual Arsenal are always missing one magazine/40mm grenade/missile.
May 10 2016, 8:46 AM · Arma 3
Bohemia added a project to T78229: Please allow us to control the version of the game we are running to an extent: Arma 3.
May 10 2016, 8:46 AM · Arma 3
MacScottie edited Steps To Reproduce on T78229: Please allow us to control the version of the game we are running to an extent.
May 10 2016, 8:46 AM · Arma 3
StormhawkV added a comment to T78228: Loadouts created with Virtual Arsenal are always missing one magazine/40mm grenade/missile.

Yes, in Arsenal and Zeus the guns are loaded but not when you copy the loadout into the init field of the editor. The launcher is always empty and if you don't have a backpack with another missile it's useless. The launchers of the default AT riflemen and missile specialists are loaded but they're always missing a rocket from their backpacks.

May 10 2016, 8:46 AM · Arma 3
StormhawkV edited Steps To Reproduce on T78228: Loadouts created with Virtual Arsenal are always missing one magazine/40mm grenade/missile.
May 10 2016, 8:46 AM · Arma 3
the_Demongod added a comment to T78227: [Request] implementing shotguns for improved CQC.

why not?

Yes, the launch of Arma 3 is a work in progress but as we've seen from the past, they have brilliant ideas, it just takes a while for them to be finished.
Yes the vanilla game itself is a bit of a mess right now (overpowered armor, too much weapon sway, etc), but so far all the DLCs (Zeus, Karts, Bootcamp, if you can call bootcamp a dlc) have produced stellar content, so I have good faith that our future DLCs and shotguns will be great.

May 10 2016, 8:46 AM · Arma 3
Bohemia added a project to T78228: Loadouts created with Virtual Arsenal are always missing one magazine/40mm grenade/missile: Arma 3.
May 10 2016, 8:46 AM · Arma 3
Unknown Object (User) added a comment to T78227: [Request] implementing shotguns for improved CQC.

karts does not count as a DLC, and so far they have been too lazy and greedy ever since the BETA relase of arma 3.

The problem is not that they get delayed with content, the problem is that they have no reason to be delayed with content, make excuses for being delayed, then they give content that nobody asked for ignoring the community, and then claim that their content was relased.

This, however, its not new, look at the infamous BIS games, look at carrier command, recieving 2 updates for the beta every year.

I have heard BIS claim that they lack the money to upgrade ArmA 3 to do the shit that the people want, a month after i heard that statement, they announced "make arma not war".

See the problem here?

May 10 2016, 8:46 AM · Arma 3
Unknown Object (User) added a comment to T78227: [Request] implementing shotguns for improved CQC.

well, i dont expect BIS to do everything well at all

May 10 2016, 8:46 AM · Arma 3
gutsnav added a comment to T78227: [Request] implementing shotguns for improved CQC.

There is an animation ingame for loading a shotgun (along with other features like attaching scopes).

May 10 2016, 8:46 AM · Arma 3
MrKiller200 added a comment to T78227: [Request] implementing shotguns for improved CQC.

The Air Force is also using the Osprey. http://en.wikipedia.org/wiki/MV-22_Osprey

May 10 2016, 8:46 AM · Arma 3
MrKiller200 added a comment to T78227: [Request] implementing shotguns for improved CQC.

i think the osprey may come with the new Helicoper DLC. The Osprey is some sort of a Helicopter, isnt it?

May 10 2016, 8:46 AM · Arma 3
Unknown Object (User) added a comment to T78227: [Request] implementing shotguns for improved CQC.

Well, there is a paratrooper class wich is pretty much a rifleman with a parachute and there is a wreck for some kind of fictisious cargo plane, lets hope its not just wreck

May 10 2016, 8:46 AM · Arma 3
the_Demongod added a comment to T78227: [Request] implementing shotguns for improved CQC.

Yes, I never thought about that actually! I certainly hope to see it come then.

May 10 2016, 8:46 AM · Arma 3
Chairborne added a comment to T78227: [Request] implementing shotguns for improved CQC.

There are wrecks for BMPs, Humvees, Mi17, T-something, etc around Altis, yet there is none of these in actual game.

May 10 2016, 8:46 AM · Arma 3
Unknown Object (User) added a comment to T78227: [Request] implementing shotguns for improved CQC.

but its just used by the USMC

May 10 2016, 8:46 AM · Arma 3
the_Demongod added a comment to T78227: [Request] implementing shotguns for improved CQC.

they weren't 'ditched,' they were put in as placeholders to be used for testing/screenshots, etc.
and I'm talking about the F35
I think we can still expect an MV-22 Osprey variant, because in game there are already "crashed" models of the osprey. In fact, there is a static one right at the end of the Stratis Air Base runway (to the southeast), just under the water. You can even see one of the rotor blades sticking out of the water.

May 10 2016, 8:46 AM · Arma 3
Chairborne added a comment to T78227: [Request] implementing shotguns for improved CQC.

No scrapping being done guys
However we ditched both the Osprey and F35 in the official screenshots because of reasons

May 10 2016, 8:46 AM · Arma 3
the_Demongod added a comment to T78227: [Request] implementing shotguns for improved CQC.

I am not aware of any scrapping being done.
I'm not sure about the Osprey and XM25, but I know for a fact that the F35 was a placeholder for the purpose of testing. The pictures of the shotguns can be found in Dslyecxi's Game guide here: https://store.bistudio.com/images/screenshots/a3_tactical_guide_print/a3_tg_print_5.jpg

May 10 2016, 8:46 AM · Arma 3
MrKiller200 added a comment to T78227: [Request] implementing shotguns for improved CQC.

I think this little "definition" problem should be solved now.

May 10 2016, 8:46 AM · Arma 3
Chairborne added a comment to T78227: [Request] implementing shotguns for improved CQC.

The pictures demongod refers to were released in 2012, some of the content was scrapped since then, like the Osprey, the F35 and the XM25.
Maybe with the next DLC we'll have something more.

May 10 2016, 8:46 AM · Arma 3
the_Demongod added a comment to T78227: [Request] implementing shotguns for improved CQC.

In my mind, CQC=CQB. It doesn't matter, we knew what he meant.

May 10 2016, 8:46 AM · Arma 3
Unknown Object (User) added a comment to T78227: [Request] implementing shotguns for improved CQC.

but in modern days CQB is related to close firefights more than anything else, while CQC is used mostly to mention unarmed combat

May 10 2016, 8:46 AM · Arma 3
AD2001 added a comment to T78227: [Request] implementing shotguns for improved CQC.

No, they're synonyms: http://en.wikipedia.org/wiki/Close_quarters_combat

May 10 2016, 8:46 AM · Arma 3
Unknown Object (User) added a comment to T78227: [Request] implementing shotguns for improved CQC.

CQB, CQC means melee/unarmed combat.

May 10 2016, 8:46 AM · Arma 3
the_Demongod added a comment to T78227: [Request] implementing shotguns for improved CQC.

Shotguns are probably coming. There are picture of the AA12 and the Kel-Tec KSG. They'll either come or they won't, a feedback tracker post isn't going to affect that.

May 10 2016, 8:46 AM · Arma 3
Bohemia added a project to T78227: [Request] implementing shotguns for improved CQC: Arma 3.
May 10 2016, 8:46 AM · Arma 3
MrKiller200 edited Steps To Reproduce on T78227: [Request] implementing shotguns for improved CQC.
May 10 2016, 8:46 AM · Arma 3
Bohemia updated subscribers of T78226: Need drawing tools and a ruler. Add the ability to draw colored lines on a map. Compass which can be seen at maximum zoom..
May 10 2016, 8:46 AM · Arma 3
the_Demongod added a comment to T78225: Arsenal at night.

How did you even get the arsenal to be at night? The VR world doesn't seem like it's supposed to be used at night.

May 10 2016, 8:46 AM · Arma 3
the_Demongod added a comment to T78225: Arsenal at night.

oh I see what you mean
yeah there should be like NV mode or something

May 10 2016, 8:46 AM · Arma 3
ozdeadmeat added a comment to T78225: Arsenal at night.

Big vote up here. Very annoying not being able to see your gear.

May 10 2016, 8:46 AM · Arma 3
Sethenor added a comment to T78225: Arsenal at night.

You can add the arsenal to normal missions too as a Virtual Ammo Box: https://community.bistudio.com/wiki/Arsenal

May 10 2016, 8:46 AM · Arma 3
Bohemia edited Steps To Reproduce on T78226: Need drawing tools and a ruler. Add the ability to draw colored lines on a map. Compass which can be seen at maximum zoom..
May 10 2016, 8:46 AM · Arma 3
Bohemia added a project to T78226: Need drawing tools and a ruler. Add the ability to draw colored lines on a map. Compass which can be seen at maximum zoom.: Arma 3.
May 10 2016, 8:46 AM · Arma 3
Bohemia added a comment to T78224: Cinema Border Lock on First Person Causes Glitch in Vehicles.

It's impossible to lock first person and use the cinemaBorder function in vehicles - am I missing something? :)

May 10 2016, 8:46 AM · Arma 3
Bohemia updated subscribers of T78225: Arsenal at night.
May 10 2016, 8:46 AM · Arma 3
Bohemia updated subscribers of T78224: Cinema Border Lock on First Person Causes Glitch in Vehicles.
May 10 2016, 8:46 AM · Arma 3
Bohemia added a project to T78225: Arsenal at night: Arma 3.
May 10 2016, 8:46 AM · Arma 3
Sethenor edited Steps To Reproduce on T78225: Arsenal at night.
May 10 2016, 8:46 AM · Arma 3
X39 added a comment to T78223: buttonSetAction sometimes fucks around with the script code.

yep
there is a seperated BI forum thread about it:
http://forums.bistudio.com/showthread.php?180959-unexpected-script-runtime-issue-when-putting-much-code-into-variables-by-a-seperated

now to how everything gets callen, where what is defined, etc.
but due the size of the projects i will stick to those section inbound in this problem (i will use github links so everyone can check the code without asking for it)

the functions are defined in 3 config.cpps:
https://github.com/X39/XLib/blob/master/X39_XLib_KeyCatcher/config.cpp
https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/config.cpp
https://github.com/X39/XMS2/blob/dev_X39/X39_MS2_Scripting/config.cpp

registering of the button actions:

  1. (auto) https://github.com/X39/XLib/blob/master/X39_XLib_KeyCatcher/Functions/init.sqf
  2. (auto) https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/Functions/init.sqf

2.1 https://github.com/X39/XLib/blob/master/X39_XLib_KeyCatcher/Functions/registerKey.sqf

  1. (auto) https://github.com/X39/XMS2/blob/dev_X39/X39_MS2_Scripting/Functions/initMod.sqf

3.1 https://github.com/X39/XMS2/blob/dev_X39/X39_MS2_Scripting/Functions/initModHelpers/addInteractionMenuEntries.sqf
3.1.1 https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/Functions/registerAction.sqf

executing a button action

  1. initial key event registered by X39_XLib_KeyCatcher
  2. https://github.com/X39/XLib/blob/master/X39_XLib_KeyCatcher/Functions/cb_KeyDown.sqf

2.1 https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/Functions/createDialog.sqf
2.2 https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/Functions/initSystemVariables.sqf
2.3 https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/Functions/initActions.sqf
2.3.1 depending on what button was pressed (and if the condition of the actions return true) different code registered in https://github.com/X39/XMS2/blob/dev_X39/X39_MS2_Scripting/Functions/initModHelpers/addInteractionMenuEntries.sqf will be executed

for the working part it is more or less the same but that you register the actions then directly inside the debug menu so you only got the https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/Functions/registerAction.sqf call (no seperated one)

May 10 2016, 8:46 AM · Arma 3
kju-PvPscene added a comment to T78223: buttonSetAction sometimes fucks around with the script code.

Your code logic is somewhat complex and as such I may misunderstand your intent.

{
if(_x getVariable ['X39_MS2_var_UnitInitialized', false]) then
{

		_unit = _x;

};
false
} count attachedObjects X39_XLib_var_ActionDialog_Executor;

This design seems not safe/defensive programming.

---

My suggestion:

private ['_attachedObjects','_unitFound'];
_attachedObjects = attachedObjects X39_XLib_var_ActionDialog_Executor;//not necessary
_unitFound = false;
{
private ['_currentUnit'];
_currentUnit = _x;
if (!isNil '_currentUnit') then
{

		if (!isNull _currentUnit) then
		{
			if(_x getVariable ['X39_MS2_var_UnitInitialized', false]) then
			{
				_unitFound = true;
			};
		};

};
if (_unitFound) exitWith {_unit = _x;};
} forEach _attachedObjects;

If you can be sure _attachedObjects doesn't contain undefined units or removed units, the isNil and isNull check is obsolete.

Also you should not need to private _x as its a special variable as the engine sets the scope itself (at least thats the current knowledge and how Squint handles it).

Overall I don't get why you use the {} count array construct here.
If you want to catch the last unit in _attachedObjects that contains your variable, just ditch the exit condition of my design.
Ref: https://community.bistudio.com/wiki/count

May 10 2016, 8:46 AM · Arma 3
Bohemia edited Steps To Reproduce on T78224: Cinema Border Lock on First Person Causes Glitch in Vehicles.
May 10 2016, 8:46 AM · Arma 3
X39 added a comment to T78223: buttonSetAction sometimes fucks around with the script code.

changed the design many times trying while to fix that problem
the first attempt did not contained any variable as you can solve everything without a single one (attachedObjects will return an empty array if no object is attached)

im using count because it is faster (at least it was ... not sure about now but im used to this by today ^^ works the same way but without the _forEachIndex variable) but ... yeah
already tried it with foreach too

-----edit-----
Also the code is working (just how/when/whatEvar it is registered using the registerAction function makes the difference)

May 10 2016, 8:46 AM · Arma 3
X39 added a comment to T78223: buttonSetAction sometimes fucks around with the script code.

can be closed due the comment i received on reddit ...
http://www.reddit.com/r/arma/comments/2bn5gu/sqf_i_surrender/
buttonSetAction does not supports SQF? the fuck BI?

raising new bug soon for this

May 10 2016, 8:46 AM · Arma 3
Bohemia added a project to T78224: Cinema Border Lock on First Person Causes Glitch in Vehicles: Arma 3.
May 10 2016, 8:46 AM · Arma 3
Bohemia added a project to T78223: buttonSetAction sometimes fucks around with the script code: Arma 3.
May 10 2016, 8:46 AM · Arma 3
Bohemia updated subscribers of T78223: buttonSetAction sometimes fucks around with the script code.
May 10 2016, 8:46 AM · Arma 3
X39 edited Steps To Reproduce on T78223: buttonSetAction sometimes fucks around with the script code.
May 10 2016, 8:46 AM · Arma 3
kju-PvPscene added a comment to T78223: buttonSetAction sometimes fucks around with the script code.

is there a thread in the BI forum about it?
how do you call/execute the code? what is the call/execution tree? where is the code defined and where is the file to be found?

May 10 2016, 8:46 AM · Arma 3
Bohemia updated subscribers of T78222: Trailer Support.
May 10 2016, 8:46 AM · Arma 3
Bohemia added a project to T78222: Trailer Support: Arma 3.
May 10 2016, 8:46 AM · Arma 3
SnHxFirefighter edited Steps To Reproduce on T78222: Trailer Support.
May 10 2016, 8:46 AM · Arma 3
Astavinu added a comment to T78221: Adding/deleting units to Curator module.

omg i feel like dumb right now, that's exactly what i was looking for

May 10 2016, 8:46 AM · Arma 3
Bohemia added a project to T78221: Adding/deleting units to Curator module: Arma 3.
May 10 2016, 8:46 AM · Arma 3
X39 added a comment to T78221: Adding/deleting units to Curator module.

you mean something like this?
https://community.bistudio.com/wiki/addCuratorEditableObjects
https://community.bistudio.com/wiki/removeCuratorEditableObjects

May 10 2016, 8:46 AM · Arma 3
Fireball added a comment to T78221: Adding/deleting units to Curator module.

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.

May 10 2016, 8:46 AM · Arma 3
Astavinu edited Steps To Reproduce on T78221: Adding/deleting units to Curator module.
May 10 2016, 8:46 AM · Arma 3
SaOk added a comment to T78220: Please add marker icons that dont change size when zooming.

Yes, related to the map the icon size changes, which is bad. :) You are right that the actual markersize stays the same. Would like to have a way for marker-icons behave like ellipse and rectangular marker-areas.

One way would be of course to have script altering the marker sizes when zooming out or in, but with much markers that isnt good way.

May 10 2016, 8:46 AM · Arma 3
Killzone_Kid added a comment to T78220: Please add marker icons that dont change size when zooming.

try this: http://killzonekid.com/arma-scripting-tutorials-automatic-marker-resizing/

May 10 2016, 8:46 AM · Arma 3
SaOk added a comment to T78220: Please add marker icons that dont change size when zooming.

Thanks :),

will still wait for possible official method. Having hundrets of markers on map so that could become quite heavy. Unless I just use it for certain markers (placed in array, and replacing that allmapmarkers).

May 10 2016, 8:46 AM · Arma 3
the_Demongod added a comment to T78220: Please add marker icons that dont change size when zooming.

I think he is saying he doesn't want them to change in relation to the map (i.e. when you zoom out of the map, the marker stays the same size meaning it covers more area.

May 10 2016, 8:46 AM · Arma 3
Bohemia updated subscribers of T78220: Please add marker icons that dont change size when zooming.
May 10 2016, 8:46 AM · Arma 3
Bohemia added a project to T78220: Please add marker icons that dont change size when zooming: Arma 3.
May 10 2016, 8:46 AM · Arma 3
Killzone_Kid added a comment to T78220: Please add marker icons that dont change size when zooming.

Strange, I could swear markers do not change size at all. Just tested, always the same size regardless of zoom.

Edit: unless you mean ellipse and rectangular marker?

May 10 2016, 8:46 AM · Arma 3
SaOk edited Steps To Reproduce on T78220: Please add marker icons that dont change size when zooming.
May 10 2016, 8:46 AM · Arma 3
Bohemia added a project to T78219: Low LOD runway textures differ from high LOD textures (Altis International Airport): Arma 3.
May 10 2016, 8:46 AM · Arma 3
Bohemia updated subscribers of T78219: Low LOD runway textures differ from high LOD textures (Altis International Airport).
May 10 2016, 8:46 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78219: Low LOD runway textures differ from high LOD textures (Altis International Airport).
May 10 2016, 8:46 AM · Arma 3
Iceman added a comment to T78219: Low LOD runway textures differ from high LOD textures (Altis International Airport).

Hello, I cannot reproduce the problem, could you please screenshot and attach your visual settings? Thank you!

May 10 2016, 8:46 AM · Arma 3
ceeeb added a comment to T78219: Low LOD runway textures differ from high LOD textures (Altis International Airport).

Issue is presumably due to inconsistent textures used on object models vs satmat. Uploaded images to clarify (graphics settings are irrelevant), taken in dev build 1.53.132850

May 10 2016, 8:46 AM · Arma 3
Fisgas added a comment to T78218: Reload animations still missing.

You are correct, there must be a mod that i'm running that is probably affecting the reload of the MX-SW. However the reload animation is still busted for the UGL's.

May 10 2016, 8:46 AM · Arma 3
arziben added a comment to T78218: Reload animations still missing.

yup, would be happy to see the ammunitions getting loaded in the launchers (including grenade launchers)

May 10 2016, 8:46 AM · Arma 3
AD2001 added a comment to T78218: Reload animations still missing.

the MX-SW doesn't have the reload animation from Arma 2. How did you see that?

May 10 2016, 8:46 AM · Arma 3
MadDogX added a comment to T78218: Reload animations still missing.

Duplicate of #290.

May 10 2016, 8:46 AM · Arma 3
Fisgas edited Steps To Reproduce on T78218: Reload animations still missing.
May 10 2016, 8:46 AM · Arma 3
Fisgas added a comment to T78217: It's STILL!!!!! possible to look around while ADS with TrackIR.

With the DLC coming out, and considering it's very focused in Sniping, maybe this would be a good time to fix this?

May 10 2016, 8:46 AM · Arma 3
Bohemia added a project to T78218: Reload animations still missing: Arma 3.
May 10 2016, 8:46 AM · Arma 3
Fisgas added a comment to T78217: It's STILL!!!!! possible to look around while ADS with TrackIR.

6 months later, still happening.

May 10 2016, 8:46 AM · Arma 3
Fisgas added a comment to T78217: It's STILL!!!!! possible to look around while ADS with TrackIR.

Exactly. 3D scopes were poorly implemented, i wish they would be more like Red Orchestra 2.

May 10 2016, 8:46 AM · Arma 3
machineabuse added a comment to T78217: It's STILL!!!!! possible to look around while ADS with TrackIR.

This is clearly an oversight of the feature implementation and not a feature in itself.

Recently BI fixed an issue that allowed players to run around with magnified vision if they started moving while looking down a magnified optic. This is the same variety of issue.

May 10 2016, 8:46 AM · Arma 3
Goblinbutt added a comment to T78217: It's STILL!!!!! possible to look around while ADS with TrackIR.

This is a feature, stop complaining.

May 10 2016, 8:46 AM · Arma 3
Bohemia updated subscribers of T78217: It's STILL!!!!! possible to look around while ADS with TrackIR.
May 10 2016, 8:46 AM · Arma 3
Fisgas edited Steps To Reproduce on T78217: It's STILL!!!!! possible to look around while ADS with TrackIR.
May 10 2016, 8:46 AM · Arma 3
massasster added a comment to T78216: Windows Server vs Linux Server - Processing of sqf code fails.

Be great to get this addressed...

May 10 2016, 8:46 AM · Arma 3
Bohemia added a project to T78217: It's STILL!!!!! possible to look around while ADS with TrackIR: Arma 3.
May 10 2016, 8:46 AM · Arma 3
massasster added a comment to T78216: Windows Server vs Linux Server - Processing of sqf code fails.

First issue seems to be resolved with "-maxmem=2047"

  • server still has crash issues on #missions command
May 10 2016, 8:46 AM · Arma 3
massasster edited Steps To Reproduce on T78216: Windows Server vs Linux Server - Processing of sqf code fails.
May 10 2016, 8:46 AM · Arma 3
StormhawkV added a comment to T78215: Allow us to create medics and engineers in Virtual Arsenal for Zeus scenarios.

I just played a Zeus scenario with a working custom medic loadout. There must be a solution to this issue but I can't get my medic to heal others with the medkit (the large black one).

May 10 2016, 8:46 AM · Arma 3
StormhawkV added a comment to T78215: Allow us to create medics and engineers in Virtual Arsenal for Zeus scenarios.

Ok, I just tested several loadouts in a Zeus scenario with a friend and after reinstalling Arma 3 it worked but not as expected. In fact all soldiers created with Virtual Arsenal are medics AND engineers. All they need to heal/repair/defuse is a medkit/toolkit in their backpack.

May 10 2016, 8:46 AM · Arma 3
Goomer added a comment to T78215: Allow us to create medics and engineers in Virtual Arsenal for Zeus scenarios.

There are quite a few soldier classes. One of them being "B_medic_F". The units abillities are defined there, i bet. It shouldn't be too hard to make the loadout-module look at the loadout first and then decide what class to spawn, or even change the class on the fly.

May 10 2016, 8:46 AM · Arma 3