Duplicate of #21718
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May 10 2016
@KK:
setMagazineTurretAmmo and magazineTurretAmmo are <b>not</b> appropriate for the purpose I have described. I need to know the exact ammo count for <i>all</i> magazines inside <i>all</i> the turrets, even those of the same class in the same turret, and be able to add them one by one to an empty vehicle with their exact ammo count.
I expect setMagazineTurretAmmo to be only be able to set the ammo of the magazine of that is or was last loaded in one of the turret's weapons; what if I want to add an extra magazine with partial ammo? This is where addMagazineAmmoTurret would come in.
Similarly, I expect magazineTurretAmmo to only report the ammo of the magazine of that is or was last loaded in one of the turret's weapons; what if there are multiple partial mags of the same class? Answer: magazinesAmmoTurrets
It'd be great if you didn't close stuff outright without asking for precisions.
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder for solve your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When the archive is smaller than 5000k, you can attach it here. When it is bigger, please use some free sharing service and post link here.
How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
Thank you.
you say you have tried veryfying cache, have you tried a full reinstall? does this happen alot/allways? does it just crash, or does it show the classic windows "program has stopped responding"?
remember, the more info you give, the better support can be provided.
edit: maybe add the RPT files?(located in %appdata%/local/arma3) as they usually, tell exactly what went wron in the engine, where crashdumps dont allways show whats wrong.
In the same video at 3:13, you can see that the person in the front is the only one holding the stick, and just moments later the helicopter turns.
What I'm saying is both pilots can control the helicopter.
Edit:
"According to this picture, we decided to change that. http://zarco-macross.wdfiles.com/local--files/wiki:boeing-sikorsky-rah-66-comanche/boeingrah66eb.jpg [^] (Community, thanks for it)
As pilot you can fire, just set manual fire on, as gunner you can take controls, too...
As a pilot you have to have great view... In AH99 you cannot have the seats like in AH64, MI24, becose in that examples is gunner seat higher then the pilot's." -Redstone, BI Developer
Note that in the picture, the pilot seat (11) is in the front.
Nothing is shown at 3:13. Attached is a picture of 3:13.
Like I said earlier "But both seats should be able to do everything (If it is like the Commanche)" However in Arma 3 this is not the case. The rear seat piloting can not use flares and the front seat gunning can not target lock.
I can understand how someone who is not used to flying helicopters wouldn't immediately understand these concepts. Most vehicles of both land and air put the driver/pilot in the front for the best view. Having the best view means being able to see better, and obviously seeing better helps you drive/pilot better. But attack helicopters have to take into account more than just driving/piloting.
Attack helicopters are designed so that the gunner leads the pilot.
The gunner constantly scans for targets, both with optics and the naked eye while the pilot focuses entirely on the helicopter position. The gunner spots the target and then informs the pilot to move accordingly. This is why the gunner should have the best view and the pilot should be snug with the center axis for best handling of the cyclic. The seats help them do their jobs easier.
I recommend the seat defaults be reverted and/or unlock both seats to give 100percent functionality for both piloting and gunning (Flares, locks, etc.)
3:13 must have been the wrong time then, my apologies. Anyway, shortly after 3:13, if you play the video at 0.25 speed, you can clearly see that the front pilot is holding the stick.
That said, unlocking full functionality for both seats is an idea I would gladly support
Hello,
there was indeed a problem and it was fixed. The fix will be present in 1.36 update. You can try to switch to Steam Dev to prevent the crashes, the fix will be there in rev. 128272 and higher.
You can find how to change to Steam Dev here:
http://forums.bistudio.com/showthread.php?149411-How-to-change-Arma-3-branches-between-STABLE-amp-DEVELOPMENT-versions-STEAM-client
Thank you very much.
Sweet timing - you all rock! Thanks for testing it out KK...i wasn't even aware of setHitPointDamage command yet :)
Dev Changelog Today:
"Fixed: M-900 had a wrong set of hit points"
This ticket can be marked FIXED.
heli setHitPointDamage ["HitEngine", 1];
and
heli setHit ["engine_hit", 1];
or
heli setHit [getText (configfile >> "CfgVehicles" >> typeOf heli >> "HitPoints" >> "HitEngine" >> "name"), 1];
all work for me. hitengine1,2,... don't work. Latest DEV M-900 in editor, default flying model.
push... nothing happen
A serious question (not wanting to provoke):
What makes it hard to fix this?
Is the animation itself flawed and would require new mocaping?
duplicate of http://feedback.arma3.com/view.php?id=19918
Wrong translations have been fixed. The missing ones will be added in the next main branch update.
This issue is abandoned for 2 months now and there's not enough info to resolve it, so I'm closing it. The issue can be reopened when more info will be available.
Hi,
sorry to hear that. Would it be possible for you to send us log fil from
C:\Users\<username>\AppData\Local\Arma 3 Launcher\Logs\arma3launcher.rpt
If Launcher crashed, then there should also be (error) records about it in Application event log. If you send us this data, we'll try to sort this issue out.
Thank you.
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder for solve your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When the archive is smaller than 5000k, you can attach it here. When it is bigger, please use some free sharing service and post link here.
How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
Thank you.
I dont understand spanish or portuguese, but I think I know, what your problem is. Just turn down your DOF should solve the problem.
options
third option (rendering i think)
Depth of field
0
???
profit
Just turn down your DOF should solve the problem.
HOW TO DO THIS?
getMagazineDetailAmmo: https://github.com/A3Wasteland/ArmA3_Wasteland.Altis/blob/caad218505f736b7e1019a784d3c02a351b43eed/server/functions/getMagazineDetailAmmo.sqf
It's far from perfect, but it gets the job somewhat reasonably done. A couple notes:
- "_turretMags<b>2</b>" doesn't contain ammo counts, as they can't be retrieved reliably for those mags.
- "_turretMags<b>3</b>" stuff could be done more easily by using magazineTurretAmmo and setMagazineTurretAmmo
- "fn_getFromPairs" can be replaced with "BIS_fnc_getFromPairs". Although, I don't really recommend using BIS pair functions on a regular basis, as they are horribly inefficient and unnecessarily restrictive.
Any chance you can post how your currently doing it AgentRev?
Creo que no se permiten tickets en algun otro idioma que no sea ingles.
It wasnt closed, strange.
No need to make duplicates, this could be simply unresolved :)
I tried to reopen it before making the new one, but it said access denied.
Leave it on then, but please upload new crashdumps.
There are setMagazineTurretAmmo and magazineTurretAmmo commands, at least on dev, don't know if they got fixed, they were added half baked.
TurboV EVO is what my Asus motherboard uses for overclocking, i'm not sure if it is possible to turn it off without problems with system stability.
Hello,
thank you for the report.
Is it possible to try it again without -nologs starting parameter? It prevents to list important data for us.
Also, there is an application called "TurboV EVO" running alongside your Arma and it might be causing trouble, could you please try to turn it off?
Here is the files you requested:
https://dl.dropboxusercontent.com/u/33687736/dump%20files.rar
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder for solve your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When the archive is smaller than 5000k, you can attach it here. When it is bigger, please use some free sharing service and post link here.
How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
Thank you.
disregard this, I was wrong and figured it out
The minigun one :/ I really would like one
maybe related?
https://fedorahosted.org/sssd/ticket/190
good idea kk
In the back of the unarmed Ifrit, if the back seats were facing the other way, back-to-back with the next row of seats, there would be room for two more passengers. Just sayin.
Yeap. I like it. Bis could do one of those old Operation Flashpoint patches with extra vehicles that were so nice. :-)
Upvoted. It would be good, but a lot of works. I think required peronal DLC...
Voted up. It could be very interesting for the dev to create a large amount of variants than creating a lot of different vehicles. And it will make the game more realistic, countrys generaly use variants of one vehicle.
It may come with an extension.
I would at least like to to see a minigun variant. Shouldn't be that much work...
modelToWorld takes into account vectorUp of the object. While on foot player's vectorUp is [0,0,1], when in vehicle it can be different, tilted forward a bit like in your case.
player setVectorUp [0,0,1];
{_obj = (_x select 0) createvehicle [0,0,0];
_obj setPos ( player modelToWorld [(_x select 1) select 0,(_x select 1) select 1,0] );
_obj setDir ( (getDir player) - (_x select 2) ); } forEach [["Land_HBarrierBig_F",[-5.09961,-26,0],0],["Land_HBarrierBig_F",[-35.5996,3.10059,0],90],["Land_HBarrierBig_F",[4.90039,33,0],0], ["Land_HBarrierBig_F",[41.9004,4.2002,0],90]];
does the trick already, but I suggest you reference the actual vehicle
vehicle player
which should work for both on foot and in vehicle
{_obj = (_x select 0) createvehicle [0,0,0];
_obj setPos ( vehicle player modelToWorld [(_x select 1) select 0,(_x select 1) select 1,0] );
_obj setDir ( (getDir vehicle player) - (_x select 2) ); } forEach [["Land_HBarrierBig_F",[-5.09961,-26,0],0],["Land_HBarrierBig_F",[-35.5996,3.10059,0],90],["Land_HBarrierBig_F",[4.90039,33,0],0], ["Land_HBarrierBig_F",[41.9004,4.2002,0],90]];
EDIT minus vehicle height offset. 1st method is probably better.
respawn = "SIDE";
should allow you to use team switch, may or may not be only when you die.
https://community.bistudio.com/wiki/Arma_3_Respawn#MenuInventory
Agree! I don't know why in 20 years the US Army do not have MTP camo matching vests and helmets!
So I've been on dev branch and found the new special carriers! Very nice with the MTP one! Please add that camo to the normal plate carriers and a tactical vest!!
The black MX 3GL is missing these details as well.
Got repro steps?