can you please try DEV branch 1.39.129234 or newer,
can't replicate the issue on it
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May 10 2016
This continues to be an issue in 1.50
Sorry for not replying sooner, i can confirm this issue exists in 1.40 stable still.
Haven't tested in dev 1.41 will try that soon
The command works as intended, and no changes will be made to it because of backwards compatibility. Going to close this to stop unnescessary bumping.
In BIKI documentation:
"So if you want to refer to the actual object by its vehicleVarName, an extra step needed to assign the object to a variable of the same name.
_offroad setVehicleVarName "MyFerrari"; MyFerrari = _offroad;"
Sure thing, When you have an "identified" vehicle (_offroad), you can rename it, then delete it. You don't need to rename it for that.
Same for TEST123 = cursortarget; then later, delete TEST123 works!
OK, it's not a bug, but to be consistent, this function should be improved in order to be more useful and less confusing.
Place a unit with empty name. use setVehicleVarName to give it a name ("TEST123").
Neither:
_string = "TEST123"; _object = call compile _string; deleteVehicle _object;
nor:
deleteVehicle (missionNamespace getVariable ["TEST123",objNull]);
work...
Please make this function able to delete (or else) the "refering" vehicle.
It's not hard to add
missionNamespace setVariable ["TEST123",this];
It's just impossible to guess it for common guys who intend to script.
or create a setVehicleObjectName...
or, at least, add this mission miraculous variable in BIKI.
It does work but it is a little confusing.
this setvehiclevarname "TEST123";set the visible name only.
missionNamespace setVariable ["TEST123",this]; changes the physical name
They do not need to be the same either and you may not need both but it makes sense to keep them the same.
This is not a bug, detailed explanation of how command works is in the command description on BIKI page
Problem still exists in Version: 1.42.130340
Fault time: 2015/05/05 02:12:36
Fault address: 7327484C 01:001A384C C:\Gameserver\arma3\King_of_the_Hill_1\PhysX3_x86.dll
file: AFC-KingOfTheHill-Chalkeia (__cur_mp)
world: Altis
Prev. code bytes: 77 40 85 F6 74 67 8B 46 6C 85 C0 75 03 8B 46 70
Fault code bytes: 8B 40 3C 85 C0 74 0A 8B 4B 60 56 50 E8 C3 E0 02
Registers:
EAX:00000000 EBX:0D4DB050
ECX:0D4DB050 EDX:66747800
ESI:523C2E80 EDI:5B06619C
CS:EIP:0023:7327484C
SS:ESP:002B:00CADAF8 EBP:00CADB04
DS:002B ES:002B FS:0053 GS:002B
Flags:00210246
note: Minidump has been generated into the file afc_arma3\arma3server_2015-05-04_13-23-50.mdmp
see Logs_2.zip for details
Ah, interesting! Can anyone confirm? I'll try my end when I have a minute! :)
Anyone else experiencing issues with this?
I think they fixed on the dev branch, I'm not sure though.
I'm afraid this is true, Flir cannot see throuh glass :
https://www.youtube.com/watch?v=9PLo5iCEcX4
I have worked with a FLIR operator and it is true: You can't see through windows and you can't see, what is below the water surface.
It is pure hollywood, that you can see through objects (f.e. inside buildings through walls) with infrared sights.
You only can see heat emission with FLIR. If you find cover under or behind an object, that is warmer or colder than your body, than you are invisible. If you touch a window long enough, you will only see a handmark from the other side but not the whole body.
/upvoted
There are three types of IR radiation: near IR, medium IR and far IR. At .74 µm - 1.4 µm, near IR is still close to the visible spectrum and usually travels through glass, especially window glass. Remote controls use this also - you can switch your TV on/off through a window.
Medium and far IR (1.4 µm to 1 mm) are often made visible with IR cameras, including FLIR. They do not travel through normal glass made of quartz. It requires special types of glasses to be transmissive to these types of IR. Even with these special IR optics, transmission values don't go beyond 70 %, so 30 % are absorbed.
I don't believe that for example MRAPs have their protective windows made from anything else but some sort of laminated quartz glass. Very thick and pretty much absorbing or reflecting 100 % of the medium and far IR. Only speed cameras make use of the near IR when they catch you speeding, but their range is very limited in comparison to high tech FLIR.
Is there a scientific basis for why unit behind a glass should not be detectable on thermal?
Disappointing to hear, but thanks for your time. Figured it was worth a shot.
Sorry to say so, but registry tweaking is unsupported and the changes you make are causing the problem. There is no way to fix this for us as it works well with default registry settings.
Yes, it works in Arma3 with default registry value.
Forgot to specify, when I say it worked in Arma2, I'm specifically referring to it being bound in the userconfig of a mod (ACRE). TeamSpeak 3 is also able to pick up the key with it disabled, without typing in all caps.
Hello,
does it work without tweaking your registry (having it default)?
As I stated, this worked fine in ArmA2. I don't want to lose a key, I just don't want to type in all caps.
I dont know what you mean, if you disabled caps-lock what are you expect? its disabled and end of story.
You're right. I don't know why happened to me then (could it be that it doesn't work if you're injured? This seems strange to me). This should be closed, wrong report.
Or just a rare bug, but at this point I'm not sure even about that.
Working like a charm, cant reproduce
Affirmative ;)
Thanks for the reports, I have corrected this. Please report if you find something new.
New update for the "take [object]" in the action menu.
"The "Take [object]" button in the actions menu is translated as "Prendilo [object]", which is wrong. "Prendilo" means "Take it", so if you say "Prendilo binocolo" you say something like "Take them binoculars" which in italian is scorrect and redundant.
The correct translation would be simply: "Prendi [object]" which means "Take (the) [object]" "
Yes :) that's the point!
Anyway, there's a ticket update about the translation of the "drop down ladder" action! :)
New update for the game menu "Hide" button, which has a wrong translation.
New update about the "Copy my stance" command, which is wrong since Arma 2 (I don't remember if this command was there in the previous games too).
Here is the update:
"The "Copy my stance" command is translated as "Stare bassi" which means "Stay low".
A correct translation would be "Imitare\seguire\copiare la mia postura" which means "Imitate\follow\copy my stance". "
Oh right, I didn't take multiple people into account.
Wouldn't "Scendi" be more appropriate than "Scendere", since you're issuing a command?
I can say you're right, but "Scendi" is referring only to one person.
It's like: "(You) Disembark" where "you" is the 2nd singular person!
"Scendere" is infinite form, which could be appropriate also for more than one man! :)
Unless the localization doesn't allow to translate for multiple persons. In that case it would be:
-One person: "Scendi"
-More persons: "Scendete"
Tonic's VVS is pretty reliable for exploding vehicles, especially if you remove his attempted fix for it: http://www.armaholic.com/page.php?id=23020
Vehicles also explode at random when not spawning next to the vehicle but the vehicle spawns near to the player. Like in Wasteland you can buy vehicles and they sometimes explode on entering/starting the vehicle.
But, this does not always happen. Gotta love random explosions.
In Wasteland it also happens with randomly spawned vehicles.
Hello, this is a known issue for Dev Branch, we are working on a fix
Fixed in today's update.
Any mods are used?
vlad i disagree that it is to much or even impossible, as the system as it is locks on to a fixed point around (or inside) the vehicle. they just need to change that point for some vehicles to get better results in the end.
locking a variable point on a targets hull would make things more complicated
also, in case you mean locking a certain camera angle, this would disable tracking moving targets and in case you need that, just aim at the ground
Maybe lock where turret is fixed to the hull is too much (and impossible) but locking in place where player aiming is enough to make it work as it should be, so +1
Its since Arma 1, +1 need to be fixed. For now on i recomend to use JSRS sound mod - you will never get back to vanilla sounds
Ouch yes, it's a duplicate!
Also - no death animation for quadbike driver - there's a separate ticket for that :)
yes.
all, vote here: http://feedback.arma3.com/view.php?id=19946
+ 1.
please change name this issue.
For example, the "If Soldier uses any static weapons, then he has no death-animation" or something more accurate.
is it the same as this report?
Thanks. I think it more clear)
Thanks, had no idea about about the subject name to use! Changing it ;)
Here's a time laps showing terrain self shadowing...
Observe at 1:00 the shadows on the terrain in the distance being cast by the terrain in the foreground...
https://youtu.be/xE0_T-YKXIc
I noticed this since ArmA 2. Its probably done for performance reasons, but it looks really annoying. They can at least give us an option to enable it.
Hello,
this is a known issue, but thanks for reporting it. We are working on a fix so it won't stay broken for the Stable patch.