Page MenuHomeFeedback Tracker
Feed Advanced Search

May 10 2016

Killzone_Kid added a comment to T80473: BIS_fnc_guiMessage in Debugconsole Crash the Game.

Try spawn instead of call

May 10 2016, 9:54 AM · Arma 3
Killzone_Kid added a comment to T80465: Physics of fall grenades are not realistic..

"I am don't use dev branch"

Dev branch is what stable branch will be like, a glance into the future. If you report a bug with stable branch it may already be fixed on dev branch. I suggest you test your bugs on dev branch first before submitting them to feedback tracker, they might be fixed already.

May 10 2016, 9:54 AM · Arma 3
Killzone_Kid added a comment to T80465: Physics of fall grenades are not realistic..

Have you tried it on dev? The physx engine has been updated on dev

http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2837471&viewfull=1#post2837471

May 10 2016, 9:54 AM · Arma 3
Killzone_Kid added a comment to T80461: Was managing my inventory and accidentally put an (smaller) packback inside a caryall instant crass.

Does it happen in vanilla game? Could you provide crash report and possibly detailed repro?

May 10 2016, 9:54 AM · Arma 3
Killzone_Kid added a comment to T80461: Was managing my inventory and accidentally put an (smaller) packback inside a caryall instant crass.

no response in 2 months, considering self-resolved

May 10 2016, 9:54 AM · Arma 3
Killzone_Kid added a comment to T80440: Scripting command <i><b>"in"</b></i> should also work for groups as <i><b>"player in group"</i></b>.

because there are many other, more important things that needs to be done and not enough man power to do them I guess.

May 10 2016, 9:53 AM · Arma 3
Killzone_Kid added a comment to T80440: Scripting command <i><b>"in"</b></i> should also work for groups as <i><b>"player in group"</i></b>.

or group player == group

May 10 2016, 9:53 AM · Arma 3
Killzone_Kid added a comment to T80425: When getting hit by vehicle, your body lies on the ground and you stay there for other players even when you're standing up.

Changed Reproducibility from always to sometimes, doesn't happen every time

May 10 2016, 9:53 AM · Arma 3
Killzone_Kid added a comment to T80425: When getting hit by vehicle, your body lies on the ground and you stay there for other players even when you're standing up.

I have a theory. Since this desync does not happen if ragdoll is forced manually, but only happens when player exit a vehicle on the move, maybe he is still partially considered inside the vehicle while outside of it?

May 10 2016, 9:53 AM · Arma 3
Killzone_Kid added a comment to T80425: When getting hit by vehicle, your body lies on the ground and you stay there for other players even when you're standing up.

I've tested this on dev, ejecting quadbike, offroad, suv, van... player does not go into ragdoll. Placing player into ragdoll manually synced player position on all clients no problem. There have been some changes though:

"Fixed: Problem with MP synchronization of living characters in ragdoll"

http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2839727&viewfull=1#post2839727

Is it possible to test it on dev?

May 10 2016, 9:53 AM · Arma 3
Killzone_Kid added a comment to T80425: When getting hit by vehicle, your body lies on the ground and you stay there for other players even when you're standing up.

More info:

getPosWorld setPosWorld doesnt do anything
setdir doesnt do anything
in fact direction of the unit is 0 on the client that is not synced

May 10 2016, 9:53 AM · Arma 3
Killzone_Kid added a comment to T80425: When getting hit by vehicle, your body lies on the ground and you stay there for other players even when you're standing up.

Can confirm this!

Pos on client [1704.5,5650.77,0.00143909]
Pos on dedicated [1704.5,5650.77,0.00143909]
Pos on another client [1655.03,5661.54,0]

Last dev in 2014

May 10 2016, 9:53 AM · Arma 3
Killzone_Kid added a comment to T80399: Camo3 of the Taru bench pod doesn't work.

can confirm this. getObjectTextures also returns 3 textures but setting 3rd texture does nothing.

May 10 2016, 9:52 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T80394: mapGridPosition is faulty, makes it impossible to reverse calculate position from grid.
May 10 2016, 9:51 AM · Arma 3
Killzone_Kid added a comment to T80389: HC Causes Server Process Death & Doesn't Handle Disconnection Events.

Latest DEV (Fri) after 90 seconds of inactivity due to HC crash HC triggers both onPlayerDisconnected and HandleDisconnect events and HC object becomes NULL

May 10 2016, 9:51 AM · Arma 3
Killzone_Kid added a comment to T80376: -showScriptErrors is not showing script errors?.

So is it working for you now, can it be resolved?

May 10 2016, 9:51 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T80359: Configure Audio and sound commands are not connected.
May 10 2016, 9:50 AM · Arma 3
Killzone_Kid added a comment to T80350: Add "deinit"/"destroy" event handler.

Are you saying you need "deinit" event handler to know when object is deleted so you can delete it? I'm not sure I understand the purpose of such EH.

May 10 2016, 9:50 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T80318: Permanent red dot [PICTURE].
May 10 2016, 9:49 AM · Arma 3
Killzone_Kid added a comment to T80307: Can't conenct to some russians server from UK..

Thank you for your feedback. Admin ban means you have been banned by server admin.

May 10 2016, 9:49 AM · Arma 3
Killzone_Kid added a comment to T80294: Change magezine and change weapons.

There is whole other ticket about the inability to change weapons on the move with millions of upvotes. I am asking for repro on inability to change magazine on the move, which should be possible.

May 10 2016, 9:49 AM · Arma 3
Killzone_Kid added a comment to T80294: Change magezine and change weapons.

no reply in 1 month assuming resolved

May 10 2016, 9:49 AM · Arma 3
Killzone_Kid added a comment to T80294: Change magezine and change weapons.

No you cannot change weapon on the move, unfortunately, but you can change magazine. Have you got repro?

May 10 2016, 9:49 AM · Arma 3
Killzone_Kid added a comment to T80290: HandleDamage fires a weird damage value to the head when a unit gets shot in a leg.

Not sure what I am kidding you about, that the value 2.9*10^-5 is very small or that there is some mechanism of calculating internal damage redistribution?

May 10 2016, 9:48 AM · Arma 3
Killzone_Kid added a comment to T80290: HandleDamage fires a weird damage value to the head when a unit gets shot in a leg.

As you can see the value is extremely small, probably some kind of internal damage redistribution based on external damage.

May 10 2016, 9:48 AM · Arma 3
Killzone_Kid added a comment to T80289: Bullets case disappear after firing from weapon..

Do "other" games allow you to free roam huge maps like Altis as well?

May 10 2016, 9:48 AM · Arma 3
Killzone_Kid added a comment to T80289: Bullets case disappear after firing from weapon..

Perks of the engine. They are animated objects that fall through the ground and get deleted for simplicity.

May 10 2016, 9:48 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T80266: Can overwrite final code.
May 10 2016, 9:48 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T80265: DX11 error Create Texture failed E_INVALIDARG [VIDEO].
May 10 2016, 9:48 AM · Arma 3
Killzone_Kid added a comment to T80259: Unrealistic random deviation on Flare Pistol [VIDEO].

I respect your design decision even if I disagree with it. Any chance a scripted child could be copy pasted with better accuracy, something like hgun_Pistol_Signal_F_Scripted? I dunno, call it "custom tuned" in description :)

May 10 2016, 9:47 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T80259: Unrealistic random deviation on Flare Pistol [VIDEO].
May 10 2016, 9:47 AM · Arma 3
Killzone_Kid added a comment to T80255: "No Message Recieved XX Seconds." Problem on every server I join..

Glad you sorted it out!

May 10 2016, 9:47 AM · Arma 3
Killzone_Kid added a comment to T80255: "No Message Recieved XX Seconds." Problem on every server I join..

"No message received for xx seconds" happens when server crashes. But in your case this is unlikely, so it could be that your connection to the server gets interrupted. Could be network card.

May 10 2016, 9:47 AM · Arma 3
Killzone_Kid added a comment to T80245: LMG_Zafir_F and LMG_Mk200_F are misconfigured and have no magazines info.

Inventory capacity prevented adding large mags, not a bug

May 10 2016, 9:47 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T80245: LMG_Zafir_F and LMG_Mk200_F are misconfigured and have no magazines info.
May 10 2016, 9:47 AM · Arma 3
Killzone_Kid added a comment to T80242: Add "Rearm" Event Handler or make it possible to disable Rearm action.

"This Rearm eventhandler seems as pointless as the Take and Put eventhandlers are."

Well, LoadOutChanged returns only 1 param, and that is:

"Object - Object that had its equipment changed"

Basically player object. Calling Put and Take pointless when in fact they provide the item put or taken as well as ability to override and information about containers involved in transfer... is a bit of a nonsense, don't you think? Or maybe I misunderstood and you gladly go through the pain of storing and comparing all player's inventory before and after "LoadOutChanged" event just to find out what is that being put or taken? In this case my apology.

May 10 2016, 9:47 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T80242: Add "Rearm" Event Handler or make it possible to disable Rearm action.
May 10 2016, 9:47 AM · Arma 3
Killzone_Kid added a comment to T80241: plateFormat on VR map has extra spacing [PICTURE].

this doesnt happen on stratis

Seems that plateFormat in cfgWorlds has extra spaces before and after -

May 10 2016, 9:47 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T80241: plateFormat on VR map has extra spacing [PICTURE].
May 10 2016, 9:47 AM · Arma 3
Killzone_Kid added a comment to T80240: Impossible to determine if dead body is in a vehicle or not.

dead unit is still

vehicle unit != unit //true

for maybe 10-20 seconds, then it becomes a body and at this point it becomes

vehicle unit != unit //false

when dead unit becomes a body name becomes Unit: No Name and unit group become <NULL-Group>

There are other problems with this new functionality as both crew and fullCrew show that the place is occupied however you can manually enter it, just not by script.

May 10 2016, 9:47 AM · Arma 3
Killzone_Kid added a comment to T80227: isServer returning false from server.

Since hint does nothing on dedicated server, you must be running it on client, therefore isServer false.

May 10 2016, 9:47 AM · Arma 3
Killzone_Kid added a comment to T80225: safeZone values change depending on "Interface Size" settings.

Use getResolution command

May 10 2016, 9:46 AM · Arma 3
Killzone_Kid added a comment to T80225: safeZone values change depending on "Interface Size" settings.

That is normal behaviour. Interface size changes viewport size which in turn changes safezone values.

May 10 2016, 9:46 AM · Arma 3
Killzone_Kid added a comment to T80222: transportMaxMagazines/Weapons/Backpacks in CfgVehicles not working.

Yeah seems to be the problem with the engine. Found my ticket. Good news it is assigned, bad news, it has been so long means it is not a priority http://feedback.arma3.com/view.php?id=17430

May 10 2016, 9:46 AM · Arma 3
Killzone_Kid added a comment to T80222: transportMaxMagazines/Weapons/Backpacks in CfgVehicles not working.

Where are you creating new config, what file?

May 10 2016, 9:46 AM · Arma 3
Killzone_Kid added a comment to T80222: transportMaxMagazines/Weapons/Backpacks in CfgVehicles not working.

Alright, you said vanilla and it got me confused, as you are clearly using mod. Have you tried to modify other params, do they work? I assume you did all necessary CfgPatches inclusions and packed it in .pbo before trying?

May 10 2016, 9:46 AM · Arma 3
Killzone_Kid added a comment to T80221: A new mod for arma 3.

Thank you for your feedback, but you might find a better response if you post it on official forums.

May 10 2016, 9:46 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T80212: Invisible rock, Altis, [22387.3,14217.1,0.271047] + no collision with visible +....
May 10 2016, 9:46 AM · Arma 3
Killzone_Kid added a comment to T80203: Custom CO-OP Mission: Triggers spawn units twice.

Side chat only works on client so you dont see the server execution. As it has been pointed, it is not a bug, you should getter a better response on the forums.

May 10 2016, 9:46 AM · Arma 3
Killzone_Kid added a comment to T80194: Stuck on the loading screen upon connecting to Multiplayer server..

Is it still happening? There was a problem with steam authentication earlier on, but it seems to have gone now.

May 10 2016, 9:45 AM · Arma 3
Killzone_Kid added a comment to T80190: Screen goes completely white when loading into a server (Epoch Mod).

Then you should contact server owner or mod creator as this is unrelated to vanilla game.

May 10 2016, 9:45 AM · Arma 3
Killzone_Kid added a comment to T80190: Screen goes completely white when loading into a server (Epoch Mod).

Does it happen without the mod?

May 10 2016, 9:45 AM · Arma 3
Killzone_Kid added a comment to T80184: After or during run the tilted player should be automatically keep torso is vertical..

What about people who expect toggle button behave like toggle button? Do you think they are not going to start complaining "Why my toggle tilt reset when I stop running?"

May 10 2016, 9:45 AM · Arma 3
Killzone_Kid added a comment to T80184: After or during run the tilted player should be automatically keep torso is vertical..

Well, I would definitely get annoyed about toggle key not actually behaving like toggle.

May 10 2016, 9:45 AM · Arma 3
Killzone_Kid added a comment to T80184: After or during run the tilted player should be automatically keep torso is vertical..

So you TOGGLE tilt and complain why it is toggled?

May 10 2016, 9:45 AM · Arma 3
Killzone_Kid added a comment to T80181: The throw of the mini-grenade has a very long range..

There is the reason it is called mini. Also it deals less damage.

May 10 2016, 9:45 AM · Arma 3
Killzone_Kid added a comment to T80178: Self-treatment with Launcher faster than self-treatment with rifle or pistol. (1-video).

Repro is added

May 10 2016, 9:45 AM · Arma 3
Killzone_Kid added a comment to T80178: Self-treatment with Launcher faster than self-treatment with rifle or pistol. (1-video).

Can confirm this. Crouching with launcher takes no time at all to heal.

May 10 2016, 9:45 AM · Arma 3
Killzone_Kid added a comment to T80177: Player can pilot a plane while outside of cockpit [VIDEO].

I'm afraid this is not quite fixed :(

Entering through closed cockpit:

http://www.youtube.com/watch?v=dtwQNqcvTvs

Starting engine and firing outside of cockpit:

http://www.youtube.com/watch?v=FVCrSw8JcKI

Getting out before getting in:

http://www.youtube.com/watch?v=WEP8sVLDLp8

May 10 2016, 9:45 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T80177: Player can pilot a plane while outside of cockpit [VIDEO].
May 10 2016, 9:45 AM · Arma 3
Killzone_Kid added a comment to T80168: Both servers and clients should have a .bikey file to addon, in order to make this addon work? [CLOSED] Reason: Not fixable.

closed at OP's request

May 10 2016, 9:45 AM · Arma 3
Killzone_Kid added a comment to T80167: BattlEye scripts.txt issues.

Yes, when related to another ticket, the title of hidden tickets gets emailed. I haven't tried the repro, sorry.

May 10 2016, 9:45 AM · Arma 3
Killzone_Kid added a comment to T80158: setOwner breaking mandatory AI functionalities.

"New command setGroupOwner introduced in rev. 129068."

Tomorrow basically, fingers crossed

May 10 2016, 9:44 AM · Arma 3
Killzone_Kid added a comment to T80156: As modder i need a "createUnitLocal" command to get a unit being created just local.

Local unit disappears from the list of playable units on all clients. Basically it is like it is not even on the server, yet you are connected to one. Imagine what can be done with this in the wrong hands?

May 10 2016, 9:44 AM · Arma 3
Killzone_Kid added a comment to T80156: As modder i need a "createUnitLocal" command to get a unit being created just local.

I know for sure that BIS have thought about removing createVehicleLocal. Keep talking :)

May 10 2016, 9:44 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T80152: backpack intersect with "GEOM" LOD crashes the game [REPRO].
May 10 2016, 9:44 AM · Arma 3
Killzone_Kid added a comment to T80150: Command setFormDir is wrong by a magnitude of 30.

Resolving as no bug according to dev note.

May 10 2016, 9:44 AM · Arma 3
Killzone_Kid added a comment to T80150: Command setFormDir is wrong by a magnitude of 30.

Can confirm this. The difference is EXACTLY 30 degrees.

Place a AI unit call it bob. Run this

60 spawn {bob setformdir _this; sleep 1; hint str [_this, direction bob]};

result is [60, 30]

180 spawn {bob setformdir _this; sleep 1; hint str [_this, direction bob]};

result is [180, 150]

240 spawn {bob setformdir _this; sleep 1; hint str [_this, direction bob]};

result is [240, 210]

Direction of the unit after setformdir command seems to follow this logic:

if desired bearing is more than 30 degrees from original bearing then resulting turn would be desired bearing - or + 30 depending which way unit is turning.

if desired bearing is less than 30 degrees from original bearing then unit might not turn at all as resulting bearing difference will be less then 30

Very weird behaviour.

May 10 2016, 9:44 AM · Arma 3
Killzone_Kid added a comment to T80147: Gear from units that die up in military cargo posts will simply disappear . . ..

Needs repro.

May 10 2016, 9:44 AM · Arma 3
Killzone_Kid added a comment to T80146: Ammo in players inventory will duplicate when other players connect to the server whilst the game is in progress..

"So a units init is called every time a players joins, on every computer?"

on every computer where unit is created. Obviously if unit already exists locally, the init won't run again on this pc.

May 10 2016, 9:44 AM · Arma 3
Killzone_Kid added a comment to T80146: Ammo in players inventory will duplicate when other players connect to the server whilst the game is in progress..

The solution to you problem is simple, stop using unit init and use event scripts instead to run your code https://community.bistudio.com/wiki/Event_Scripts

May 10 2016, 9:44 AM · Arma 3
Killzone_Kid added a comment to T80146: Ammo in players inventory will duplicate when other players connect to the server whilst the game is in progress..

Sounds like you are running some global inventory commands in unit init.

May 10 2016, 9:44 AM · Arma 3
Killzone_Kid added a comment to T80143: setObjectTextureGlobal no longer works on dedicated server.

Firstly repro is not vanilla game. If you do want help resolving your issues, make repro on Altis or Stratis.

Secondly, the ticket is quite old, there has been issue with setObjectTexture quite sometime ago, and since has been fixed. It works just fine on dev I just tried.

Resolving this ticket. If you still have problems, make repro on any vanilla map and I will reopen it.

May 10 2016, 9:44 AM · Arma 3
Killzone_Kid added a comment to T80141: Moving mouse left or right teleports player..

Added diagram. The position should be read where rotation axis comes from the ground. This will also eliminate unit going into falling animation when its bottom is over the edge, because getPos is over the edge

May 10 2016, 9:44 AM · Arma 3
Killzone_Kid added a comment to T80141: Moving mouse left or right teleports player..

p = getpos player; oneachframe {hintsilent str (p distance getpos player)}

To devs: This little test shows that position of the player may read up to 0.8m from original position by just rotating around. Keeping in mind that sending updated position over network will make everyone else think that unit moved, while it didn't. This would also explain sliding of remote units "on ice" when they just run around turning. Position of the unit should be read from absolute centre of rotation.

May 10 2016, 9:44 AM · Arma 3
Killzone_Kid added a comment to T80134: [CLOSED].

If you edit the title and add [RESOLVED] to the text, it will bump ticket and alert moderators

May 10 2016, 9:43 AM · Arma 3
Killzone_Kid added a comment to T80130: Server and client crash if sling loaded object is deleted.

Supposed to be fixed according to http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2817377&viewfull=1#post2817377

May 10 2016, 9:43 AM · Arma 3
Killzone_Kid added a comment to T80130: Server and client crash if sling loaded object is deleted.

no reply in more than a month assuming resolved

May 10 2016, 9:43 AM · Arma 3
Killzone_Kid added a comment to T80129: Unable to connect to host.

What happens when you try to connect?

May 10 2016, 9:43 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T80127: MP client crash on hosted server [PICTURE].
May 10 2016, 9:43 AM · Arma 3
Killzone_Kid added a comment to T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).

Closing as resolved more than 2 months ago. Please use forums for any further discussions.

May 10 2016, 9:43 AM · Arma 3
Killzone_Kid added a comment to T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).

Thanks for suggestion. What would you call it?

May 10 2016, 9:43 AM · Arma 3
Killzone_Kid added a comment to T80117: Lost all account stats.

Thank you for reporting this.

May 10 2016, 9:43 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T80106: Picking up handgun magazine causes player to imitate reload of primary weapon [VIDEO].
May 10 2016, 9:42 AM · Arma 3
Killzone_Kid added a comment to T80105: Pick Up weapon should be priority over inventory with single weapon in weaponholder [PICTURE].

Can't do that, new people have no idea what key does what. On the other hand there should be UI option so you can specify if you want those actions displayed in action menu or not.

May 10 2016, 9:42 AM · Arma 3
Killzone_Kid added a comment to T80105: Pick Up weapon should be priority over inventory with single weapon in weaponholder [PICTURE].

Dev branch had a fix today. The weapon is now prioritised ove inventory as it should. However I am not sure about the rest of functionality.

when weapon is in weaponholder among other things, it is possible to individually pick up other items like headgear, firstaid kit, NVGs from action menu without going into Inventory.

however when weapon is removed, everything becomes just a pile and you need to go through it via inventory.

Intended or still a bug?

May 10 2016, 9:42 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T80105: Pick Up weapon should be priority over inventory with single weapon in weaponholder [PICTURE].
May 10 2016, 9:42 AM · Arma 3
Killzone_Kid added a comment to T80104: getObjectViewDistance.

"I think every time there is a new "set" command there should be a new "get" command to accompany it."

aye aye captain

May 10 2016, 9:42 AM · Arma 3
Killzone_Kid added a comment to T80104: getObjectViewDistance.

should be in tomorrow's dev https://community.bistudio.com/wiki/getObjectViewDistance

May 10 2016, 9:42 AM · Arma 3
Killzone_Kid added a comment to T80095: "removeMissionEventHandler" resizes array of handles resulting in non removal and rpt errors.

CL says it is still ongoing, I guess you had to revamp the whole handler handling, haha

May 10 2016, 9:42 AM · Arma 3
Killzone_Kid added a comment to T80095: "removeMissionEventHandler" resizes array of handles resulting in non removal and rpt errors.

If you read changelog, it says that the fix is ongoing and includes other EHs, this is probably why it didn't make it into this stable. As for this particular fix, it is ok on DEV

May 10 2016, 9:42 AM · Arma 3
Killzone_Kid added a comment to T80095: "removeMissionEventHandler" resizes array of handles resulting in non removal and rpt errors.

Seems fixed in today;s dev

May 10 2016, 9:42 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T80095: "removeMissionEventHandler" resizes array of handles resulting in non removal and rpt errors.
May 10 2016, 9:42 AM · Arma 3
Killzone_Kid added a comment to T80086: addMagazineAmmoTurret and magazinesAmmoTurrets commands.

Duplicate of #21718

May 10 2016, 9:42 AM · Arma 3
Killzone_Kid added a comment to T80082: M-900 unable to setHit engines.

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.

May 10 2016, 9:42 AM · Arma 3
Killzone_Kid added a comment to T80076: addMagazineAmmoTurret and magazinesAmmoTurrets commands.

It wasnt closed, strange.

May 10 2016, 9:41 AM · Arma 3
Killzone_Kid added a comment to T80076: addMagazineAmmoTurret and magazinesAmmoTurrets commands.

No need to make duplicates, this could be simply unresolved :)

May 10 2016, 9:41 AM · Arma 3
Killzone_Kid added a comment to T80076: addMagazineAmmoTurret and magazinesAmmoTurrets commands.

There are setMagazineTurretAmmo and magazineTurretAmmo commands, at least on dev, don't know if they got fixed, they were added half baked.

May 10 2016, 9:41 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T80070: Please add more variants of Ifrit [PICTURE].
May 10 2016, 9:41 AM · Arma 3
Killzone_Kid added a comment to T80069: ModelToWorld in Car is not Correct.

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.

May 10 2016, 9:41 AM · Arma 3