Not exactly sure what you mean. If you click on the Nato assets, you'll have groups like Men, Men(Story) etc. Those are your infantry units. In addition you can simply type "Men" into the search menu and all infantry units will show up.
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May 10 2016
So you say the animation is different depending on the used key bindings?
It seems like the HMTT is causing the issue.
[...]change the elevation the object will change to timber[...]
This issue was already present in the 2d editor.
What exactly do you mean with script list? A list which shows all script files which are currently in the mission folder?
Awesome!
It's way better now, startup time was probably reduced by more than 50%. Awesome As far as I'm concerned, the ticket can be closed.
This also happens to me for AI soldiers, they sometimes float about 0.5 m above ground.
Can confirm.
2013-07-05 08:39
Players who JIP won't receive module synchronization, and are therefore invisible for the module.
However, "Create Task" module options were expanded to allow adding the task not only to synced units or their groups, but also to sides of synced units or even to all playable units.
So if you sync the module with any BLUFOR unit (and ideally not player, to make sure the unit is always there), the task will be added to all BLUFOR players.
The same option is available in the function BIS_fnc_taskCreate and in the core task function, BIS_fnc_setTask.
Karel Moricky cleary said it's by design, but you have the possibility to set it to all playable units or for all units of a specific side.
If that's still not enough you can use the task create functions.
Great to hear that, looking forward to the update.
Clouds definitely need some work, I can't remember them beeing that ugly during alpha and beta.
I reported the issue here
http://feedback.arma3.com/view.php?id=26065
Hey Adam,
I did some further testing, and I've uploaded my results and the used script.
It works fine in singleplayer (sometimes not 100% reliably), but it stops on a dedicated server at some point.
Command seems not to work at all, as stated above, syntax seems to be correct.
Available actions should be limited by the range. Only weapons in a radius of XXXm should be available for take. Same with doors.
I created a small modification which adds a quicksave/load feature to the game and I have had no trouble yet.
Upvoted, happens very rarely.
Not working for me either, no mods running. Also, please add a proper description to the sling load module.
Hello, please note that I will completely review all animal animations and rework the configs to provide better feel of animal behavior (there is also possibility of little enrichment of animal animations as well). This is planned for 1.50 update because we want to be sure everything is polished and will not cause any other issues. Thanks for your feedback and patience.
That's a quote from burkha, one of the BIS devs.
Holy cow guys, give it some time. Animale behavior is nice to have but certainly not on the top of the priority list.
Upvoted, please give the reticles priority over other textures.
Upvoted, it's flying ridiculously bad. In addition, it's also hitting very unreliably.
I'm also unable to reproduce that issue currently. However, I'll report back, if this occurs again during real gameplay.
This can be closed, the issue is not present anymore in 1.50. Guess it was fixed some time ago.
Yep, has been fixed, thanks.
I've recorded two short videos, for further explanation:
https://www.youtube.com/watch?v=oE3mBfTRGJs&feature=youtu.be
Yes, fortunately the issue was solved for me,but the question is for how long.
https://www.dropbox.com/s/8riszbu01mi5ayh/workshop_log.txt?dl=0 Workshop Log
https://www.dropbox.com/s/8em6u48sweaqnjy/cloud_log.txt?dl=0 Cloud Log
In addition, in the cloud log there are entries which refer to missions which I build over a year ago and which are no longer on my pc nor in the steam workshop.
R3vo
I've just had an idea, and I think I resolved the issue. I had to go to C:\Program Files (x86)\Steam\userdata\54912591\107410\remote and delete all files there. I had 3 times my mission file in there, so I guess it just didn't load the latest one.
Issue has been resolved
https://www.dropbox.com/s/1xenvxwqvlh33ot/colours.png?dl=0
The marked setting was set to limited(16-235) which just disabled some colours for me.
All colours got more depth now, and the strange night sky is gone.
I would at least like to to see a minigun variant. Shouldn't be that much work...
Another advantage is that you can attack vehicles behind obstacles like trees or buildings.
If they exclude it to avoid filling up the list with different variants, then they should either change the menu layout, or at least add a tooltip when you hover over the Taru menu entry, which tells you that you can access the other variants through a script command.
Kind Regard
R3vo
Camera is really lagging in MP games,it's unbeliveable frustrating to lock on targets.
Also applies to many other weapons, for exampke, the MX ones.
They removed the markers on purpose for soliders. However, military markers should still be available for Zeus and Mission builders.
Did you try shift + double click?
We should actually make a ticket for all the sounds which are missing in the game. There are so many =/
In the following video, there is not actually a bush blocking the bullet.
https://www.youtube.com/watch?v=I8FiSjur4RI
Guess the geometry is not correct.
Those issues definitely have to go until Tanoa arrives. I don't even want to imagine how frustrating it will be fighting in the jungle.
I can confirm that it won't add the weapons the the Virtual Arsenal even though call BIS_fnc_getVirtualWeaponCargo returns the weapon classnames.
Sorry, but I don't get that. I need to add a weapon to the arsenal first, in order to remove it afterwards?
Have got the same issue, can't get it to work. Either the documentation sucks or the command isn't working.
I made some testing, and I can confirm that issue. It applies to the Blackfoot,as mentioned above, and in addtion to the Jets machinegun and the AA.
Were you using Blastcore Mod while you encountered that problem?
It's also causing sling loaded objects to bounce up an down. Even if they shouldn't.
Thanks muf
_isWater = surfaceIsWater position boat;
Something like this maybe?
- Sample mission added
Yes I am experiencing that too, escpecially at long distances.
Confirmed.
I totally agree. The german translation is rediculous. Next time, hire someone who knows his job, or ask the community for help. I would have been glad to help.
kind regards R3vo