So can we consider this resolved?
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May 10 2016
@KK - Yeah that'd do the same thing.
@Benargee - It's just a request for an array variant of the already existing addItemToXXX commands.
What about
uniformContainer player addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag", 3];
Any good?
Or even
uniformContainer player addMagazineAmmoCargo ["30Rnd_65x39_caseless_mag", 3, 2];
if you want custom ammo count?
Is this requested for clothing on the unit or clothing on the ground? Can you provide a more complete list of objects you want items to be added too?
+1!!!
This one is a funny mistranslation :D It will be fixed, thanks a lot for reporting.
Duplicate of http://feedback.arma3.com/view.php?id=21011
It is fixed! (hooray) You cannot interrupt the healing animation anymore.
Thanks BIS!
Are you gonna fix this guys? It's pretty frustrating...
While this is certainly a workaround (as is looking around and quickly looking back), the issue is still unaffected as instead of pressing Alt and using the mouse, players would have to additionally map the keypad or go through the financial effort of getting TrackIR which is certainly recommended but it shouldn't be a necessity.
As for the keypad, it holds my equipment keys and I would have to bind separate keys for looking around. This is not an appropriate option to me, especially when I use the mouse for looking around in every other circumstance from being infantry to being a tank commander to sitting in a helicopter.
I have always wondered why parachuting feels so dumb and spongy and you can't look around. Now this makes sense.
When parachuting, you can look around. I believe those keys are mapped to the number pad on the right of 105 key keyboard. Some keyboards omit the keypad to the right of the keyboard, as they're not typically used except for accounting purposes or repeated number entry tasks such as databasing tasks.
I also have Track IR, and can easily look around without using the number pad to the right of the keyboard. Also, the Enter key on the number pad toggles the point of view from first person point of view to third person point of view. I personally believe in using third person point of view routinely as you have to realize we're really just looking through a one foot by one to two foot window, and sometimes much less. Really difficult to squeeze an entire simulated virtual reality within such a small window, and using third person point of view tends to provide much more information as well as lacking the sensation of gravity. Third person can feel like cheating, until your realize the fore mentioned.
If you have one of the smaller keyboards, I'd suggest investing in Track IR as neither I use the number pad much except for routine usage of the number pad enter key. And remap the number pad key (if it isn't by default already) to another key such as the Enter key?
Yes it fails on Altis and on Stratis. You can use
nearestObject [player, "house"];
in the mean time
OK, will do that. Thanks for your consideration. :)
OK, I'll do as soon as I get the chance. I've just tested it on Altis so far, but I did do it the exact way as I described and <i>typeOf cursorTarget</i> gave me another className than <i>typeOf nearestBuilding player</i> even though I stood right in front of a building.
Plus, <i>cursorTarget distance nearestBuilding player</i> was more than 70 meters in that test scenario.
It probably works on the VR map, because the placed building might be the only one there and there's no map of that kind like Altis or Stratis.
Works for me, just tested. Would you mind to post a repro?
Or try this:
Go on VR map, execute
"Land_u_House_Small_02_V1_dam_F" createvehicle position player;
then
hint str nearestBuilding player;
Thanks a lot for feedback, we are taking that into account.
Having open-able doors for more vehicles is quite a huge performance hit according to our testing, mainly because of more complex PhysX shapes required. We have decided to allow use of ramps specifically, because there is just a handful of them and it mitigates bigger performance impact most of the times. We are going to keep investigating possibilities, but I cannot promise any change in a near future.
Thanks for the response pettka. I understand there may be issues with the implementation of these requested features so I guess its down to the devs to decide if its feasible or not.
BUMP!^o^
Related to #0023937
I think that the Taru's loadmaster should at least have the "Hook" option and be able to deploy the sling hooks. He could let the pilots concentrate on flying and deploy the hooks when the time is right.
I feel your pain guys. "engine limitation"
I believe the reason the loadmaster can't do anything is because he's there to only assist with slingloading.
The CH-67 Huron has a slingloading camera visible in the cockpit, which the Taru doesn't. As such, the loadmaster needs to relay information to the pilot to help with the slingloading.
It may have another purpose in the future, but for now it's only there for looks.
I don't understand why they are not doing it.
It is total nonsense about the "limitation of the engine" or "too complicated to overcome". They probably just don't feel like working on it. *cough* lazy *cough cough*
I have a nice video here that proves how good it works with the engine and that the pod is even perfectly attached to the Taru. It doesn't even look clumsy.
https://www.youtube.com/watch?v=Q2ZPTjioK3Q#t=126
The problem is, that you can't exchange pods/modules. We are not able to test that feature. I hope, it will work flawlessly on the release date (November 4th).
Thanks for the info Jonpas.
That's a shame. It seems, that it's now up to the modding community to solve the problem.
Well the main reason they are not implementing is because of AI, at least that's how I see it. And also because they want something more than what can be achieved with scripting only (attachTo).
But I believe simple design, land on top of it and attachTo to it, perfect for Coop without AI. Or if you want to be more complicated you can replace the vehicle with the one with correct pod, that would be suitable for AI as well, but involves many other things to worry about.
You could also make it so, start sling loading and then without detaching pull slings up and when the pod gets close enough use attachTo then, again perfect for Coop without AI.
The loadmaster is eye candy (For now :D). People would complain if they couldn't sit there, though.
Sitting in the co-pilot's seat and taking control of the aircraft will also have the same effect.
Edit: After some more testing, the Huron shows the same behavior, albeit not as obvious. The suspension will rise whenever someone takes control of the aircraft, and it will sink as soon as control is released.
You'll need to attach the following files:
.rpt
.bidmp
.mdmp
Sorry!
I uninstalled a bunch of applications, that I had installed in the last month or so. It seems as though that has solved my problem. Arma III is running Again and I just enjoyed a couple of hours of great gameplay.
Now I included the needed files in the NEW zip file.
Didn't mean to say walk, but jogging.
Still present in 1.48
That was a fast response. Thank you sir.
Om oops. Didn't mean to double post. I am not sure how it double posted. Please delete this if any administrator is passes by. The original is here http://feedback.arma3.com/view.php?id=21409
No problem, resolved.
Closing - duplicate of #0021410.
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.
hello iceman.
thanks! i guessed that that could be the issue.
in steam, my startup parameters are:
"-cpuCount=4 -exThreads=7 -maxMem=4096 -maxVram=2048 -noBenchmark -noLogs -noPause -noSplash -world=empty"
no mods mentioned.
i´d like to avoid uninstalling all mods just to play the campaign, because then, i cannot easily join an online co-op game with my community.
i`ll check if there`s a way to temporarily disable the mods so i can enjoy the single player campaign.
you mentioned that the PRC-343 is not present in the unmodded game. on that campaign mission, i am supposed to be issued with one.
is that due to the mod??
edit: i was able to relatively easily disable the mods in the configure menu of arma3.
will give the campaign another try..
thanks for your help!
edit 2: replayed the campaign, everything is working now..:)
Hi!
thanks for the quick reply.
yes.
ACRE2, CSE and a United Operations modpack.
is there a possibility to start arma3 without mods enabled?
in arma2:CO, i used playwithsix to start arma2 with mods and if i just started arma from the desktop link which it created when installing from steam, it would load up without mods.
Hello,
are you using any mods? For me, the rearming works without any problems.
Hello,
yes, you can start Arma without any mods by either deleting them or running the game executable without any additional parameters. The problem is most probably caused by mod (PRC-343 is not present in unmoded game) in which case there is unfortunately nothing we can do about it.
Glad to read that, now switching to resolved :)
no noticed difference - 125% forces a vertical scrollbar in-addition to horiz., but 150% only forces horiz. scrollbar (might not be new)
solutions imho:
-removing duplicate button icons (each has 2) would save significant width;
-allowing window resizing; or,
-set window width based on the right edge of controls (buttons and panels -are- sized & scaled correctly)
Well done - everything fits that matters (only issue is rightmost icons under-lap the folder buttons, but interferes with nothing); Calling it closed, thank you Tom & Co.
Edit: odd, i remember us previously having the ability to mark our own tickets as fixed/closed; get a access denied...
We made quite a lot of modifications, do you still experience this issue?
Regarding the solution you've mentioned, it's something like the 3rd :)