I noticed this happening as well. Though the 'ok' and 'cancel' buttons are rendered on a higher layer than the attribute adjustment widgets, it appears that the mouse sees the attribute adjustment widgets as a higher level and will modify them rather than select the 'OK' button if the 'OK' button is over a widget.
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May 10 2016
Yes. I tried disabling Radeon pro and it seems work fine now. Is there any fix for it? Radeon is optimalising game for AMD GPU, use extension for 32 bits aplication to be more effective, and fixes high priority for game.
Have you tried disabling the mods?
But whats stopping you from making some notes of the settings or taking a
screenshot, it's really easy compared to many other things that need to be done
to create a good mission.
You would have to do this every time you test. In the lifestream, someone said that if Arma had an external editor and you have to wait until the game starts up, he wouldn't have gone into making missions. This is a similar case. Every time you test, you need to reset all the parameters, since AI behaviour and player perception changes dramatically depending on weather.
I think, as long as we have to edit the loadout of every single unit with the Initialisation box
By all means, that is of course a much more important functionality, and as far as I understood it, it will be in.
If you ever worked with the Neverwinter Nights toolset, it had a similar problem: when the fog and ambient lighting were enabled, you couldn't see much since things you placed beyond the fog range were simply invisible, and maybe the whole area was too dark. You could switch both fog and ambient lighting off with icons in the toolbar, for a much clearer view.
With a possibility to switch off the current weather and daytime in favor of a clear visibility condition.
Compare those two shots:
http://images.akamai.steamusercontent.com/ugc/616222083852222353/91F9C23D7339E9A9FFFFA290688A37CDB5173B99/
http://images.akamai.steamusercontent.com/ugc/616222083852222536/B6652200F99DC8BA3CC9340FAE585EF4C42793E7/
Spot the difference. Assuming you are doing a mission with the lighting conditions of the first shot, you will be thankful for a switch to something where you can actually see something at all.
Every time you test you need to establish the final weather conditions for your mission, since the AI is heavily influenced by the weather and daytime. Now assume you would have to make those changes every time you want to test and edit.
The new editors main focus is usability, and this very easy to implement feature would make it more usable.
Maybe it IS opinions, but I see a great potential in such a functionality.
Hmmm, I get your point better now. If you use fog and want to measure exactly when a enemy is hidden or not you would want to 'toggle' the visibility. My bad weather missions don't depend on such specific placement but I can imagine others will.
I'll be a good sport and change my downvote ;-)
Why don't you use a text editor to edit your missions? I think, it is not that hard :)
This is not true of course, but I see the smiley :-)
implementing a functionality that takes less lines of code than the "creative proposals"
This is also not true of course, it's a hyperbolic statement not grounded in reality
I for example like to give some thoughts to the weather settings and daytime I use for my missions, so I spent quite some time tuning it.
I get this, I do as well. But whats stopping you from making some notes of the settings or taking a screenshot, it's really easy compared to many other things that need to be done to create a good mission.
I'm not convinced yet that your suggestion would be a useful addition. Maybe it boils down to different opinions.
Whoa, there's some proposals... so instead of implementing a functionality that takes less lines of code than the "creative proposals" you have for solving the issue, you expect people to "change the weather settings a couple of times in between to check" or "make screenshots" ?
Just because you don't see a direct use for this kind of functionality doesn't mean it's not necessary. I for example like to give some thoughts to the weather settings and daytime I use for my missions, so I spent quite some time tuning it.
Again, this is functionality that can be implemented with very little code, will immediately benefit everyone and does not require users to fiddle around with nonsense like screenshots.
Sometimes, I don't get you guys.
Hey Varanon, that was no offense by my side.
I think, as long as we have to edit the loadout of every single unit with the Initialisation box, as long as we have to wait for some little comfort functions like a weather switch.
For now, we have to deal with it and use to find ways to workaround such little things.
Why don't you take a screenshot of the weather settings (it is only one
settings page), clear all weather settings, modify the mission, look at the
screenshot and recover the weather settings? I think, it is not that hard :)
Why don't you use a text editor to edit your missions? I think, it is not that hard :)
Why don't you take a screenshot of the weather settings (it is only one settings page), clear all weather settings, modify the mission, look at the screenshot and recover the weather settings? I think, it is not that hard :)
I don't understand why this needs a special command. You edit the mission in clear weather and when you're finished (and a couple of times in between to check) your configure the bad weather.
If its super-important for a very special case you can script the thing you want, but I do not prefer devs to spend time on this.
Could you please, provide the full path to the installation of Arma 3 Samples?
Not such a big issue, as I can access the files via the directory - however, the shortcut doesn't seem to function.
Hello,
thank you for helping to find this :) it is now fixed and you will be able to check it out in tomorow DEV update ;)
Will be fixed in the next update.
There are already some ideas / plans for this ;)
Thanks for this improvement. Eden editor will be much more convenient for initiating direction but also stance and other behaviors.
In 2D editor, you need to script something like: this setunitPos "down" in init field of a unit and if you preview, you can see the animation of a unit prone.
SO BI, please consider the stance or other init params should be done prior to start the game (to be sure there is no latency and weird awarenesses for enemies).
Thank you :)
Hello!
Thank you for your help with adressing this issue. I will take a look on it and let you know how it goes ;)
So issue was in missing correct formation direction setting when mission started. Problem was fixed ind you will be able to check it out in tomorow DEV build ;)
Fixed on devbranch
I wonder how many objects in Altis or Stratis have this issue. Who knows, it might be everywhere and its the cause of the performance issues.
True for BIS_fnc_ambientAnim as well. changed title
That is different thing. Zeus have intentionally available more things than editor. Eden have even less than old editor and that is about to change ;-)
Duplicate of #25737
Hello Sadovsf, thank you very much for the reply! You mention that Eden is slightly ahead of some of the config changes going on in the background; however, this is an issue that has been present for a while. A quick Google search found Issue number 0017946 from March 2014 which is essentially discussing the same thing.
http://feedback.arma3.com/view.php?id=17946
Is this a bug? Is it something that you guys are aware of? Thanks again for the reply and updates.
Hello! They will get there. There are some changes in configs going on in the background and because Eden is slightly ahead of those some items are missing ;-)
Thank you! Ive already do this and its work!
This happend with my mind because in 2D Editor there was a "link" instrument Button, which do a line between a vehicle and a marker, like a "Group" instrument (Ctrl in 3D)
You are welcome ;-)
Let us know in case of some other problem :)
Hello, I was just trying to use vehicle respawn and it works for me.
- Place empty vehicle (-s)
- Place vehicle respawn module
- Right click on either module or vehicle and select Sync connection type (under connection menu entry)
- Click on other item.
You should see sync line between them and when vehicle will be destroyed in game it should get respawned on it's original position.
Will be fixed in the next update, sorry for confusion.
Would be good and save many hours.
Hello,
thank you for your report and files. It seems that your problem is that DirectX crashes. This may be from various reasons, such as outdated DirectX, outdated drivers, overclocked CPU or GPU [by manufacturer or user] and many more.
Sadly, there is nothing that can be done from our side. I linked this problem to bug number #0000579, where you can read useful tips in comments. Also, please check out the forums page for another useful tips:
http://forums.bistudio.com/showthread.php?147598-Endless-DXGI_ERROR_DEVICE_REMOVED-Crashes
Sorry for the inconvenience, have a nice day.
Duplicate of #15268
It was mentioned in the chat during the stream that this is going to come in
related to #0015268
That's what I thought, after I created the first units. Everythings seems familiar like in Zeus, until the point, where you want to try to edit the units loadout.
Hello again! :)
So i found an issue and it is fixed by now ;) you should be able to check it out in tomorow DEV update (revision 132571). Have fun and thank you for your help :)
I'am on it! :)
For technical reasons, it's not possible to preserve the history after preview. I'm afraid it's not possible to change this.
Added in the next dev branch update.
It's not attributes window anymore. Instead, I've added new context menu option "Log Classes to Clipboard", you can find it in the "Log..." section. Together with it, I've also added option to log position under cursor.
Also notice this, the config viewer is a work around but lets try for less mouse clicks.
While on the subject of classes and menus I think marker classnames should also be visible in marker menu.
As a workaround, I noticed there was a "Open in config menu" or something like that if you right clicked a object.
Fixed, will be available in the next update. Searching will now lead you to correct side list (e.g., BLUFOR).