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May 10 2016

PiepMGI edited Steps To Reproduce on T85384: HideObjectGlobal doesn't work anymore in preview or SP mission or JIP in MP.
May 10 2016, 12:36 PM · Arma 3
PiepMGI added a comment to T85378: Obsolete/not working commands in Communication Menu.

And please, remove all orders (in action menu 6) for an AI grabbing any weapons, in any direction and any distance. It's just weird! You don't know where weapons are but you order an AI to take it and AI knows where it is! Not worthy for Arma3.

May 10 2016, 12:36 PM · Arma 3
PiepMGI added a comment to T85375: 0x00000001 - UNABLE_TO_INIT_DXGI on EVERY startup.

In addition to my previous post, as i kept shadow lines errors (black lines or triangles) on some modded units (RHS, Unsung), I downgraded to 355.60 ! No error with this "old" version of NVIdia's drivers. All versions above induce weird shadows on these units at each shadow setting.
Not sure to understand how compatibility works NVidia? BI? or NVidia/BI?
The facts are here!

May 10 2016, 12:36 PM · Arma 3
PiepMGI added a comment to T85375: 0x00000001 - UNABLE_TO_INIT_DXGI on EVERY startup.

I finally downgraded to 355.98 to get a stable durable NVidia config on my laptop.
I guess a problem with last W10 update + last NVidia drivers. These configs don't manage the 2 graphic cards in a laptop and probably try to enable stereoscopic 3D.
No need to downgrade W10 but NVidia driver.
355.98 works with many mods like RHS CUP R3F and more.

NB: Just remaining bugs on mod such RHS: Black line or triangle comming from primary weapon or RHS unit depending on distance and terrain mask.

May 10 2016, 12:36 PM · Arma 3
PiepMGI added a comment to T85375: 0x00000001 - UNABLE_TO_INIT_DXGI on EVERY startup.

DXGI removed also. I downgraded to 358.91 NVidia driver and it seems better. I don't know who is playing the tightrope walker, NVidia or BI, but it's very hard to get a stable non-regressive game!

May 10 2016, 12:36 PM · Arma 3
PiepMGI added a comment to T85343: Transfer of Projectile Momentum Energy to Soft Target (Human).

totally agree with this ticket which should be as feature request. There are somethings to do here because AI's continue to fight, aim and keep their skill even if they are drastically wounded (say damage 0.7).

May 10 2016, 12:35 PM · Arma 3
PiepMGI added a comment to T85334: Map issues persist.

Ceeb, it's not the problem!
Problem is BI should have a far better quality process for backward (retro) compatibility. Don't say scripts are poorly written. One of the major value of Arma is the community work and the possibility of creation.

It's very damageable when some versions like 1.48 or 1.54 ruin all efforts of the best community writers.

I'm sure there is something to do for that: avoiding loss of functionalities (see feedback!) and now map objects.
btw: in vanilia arma - altis - no addon:
http://feedback.arma3.com/view.php?id=26874
http://feedback.arma3.com/view.php?id=26798

May 10 2016, 12:34 PM · Arma 3
PiepMGI added a comment to T85279: Support Module don't work since NEXUS update.

@Barbolani
JIP doesn't mean player coming from nowhere. Name all your playable units.
Spawned supports work in SP/MP as far as variables are defined.

May 10 2016, 12:33 PM · Arma 3
PiepMGI added a comment to T85279: Support Module don't work since NEXUS update.

+1 confirmed.
It could be simpler to list what goes well after 1.54

May 10 2016, 12:33 PM · Arma 3
PiepMGI added a comment to T85240: House types are no longer in "House_F".

I did an HUD addon showing a "nearestbuilding" icon. Could you fix this command, please? The aim is to avoid one more heavy code instead of a smart command.

May 10 2016, 12:31 PM · Arma 3
PiepMGI added a comment to T85234: Uniforms disappear or are only visible to one player.

It's just the most visible part of an iceberg. Global commands are broken for finding textures, sounds in custom paths, depending on host/client status and the way used to broadcast the data (global, remoteExec).
Hard work to make it all this stuff in good order but BI should communicate about that.

May 10 2016, 12:30 PM · Arma 3
PiepMGI added a comment to T85234: Uniforms disappear or are only visible to one player.

Just of fun:
https://www.youtube.com/watch?v=a_vauMVfZog
This video is 9 months old and issued from script, not actual bug.

May 10 2016, 12:30 PM · Arma 3
PiepMGI added a comment to T85234: Uniforms disappear or are only visible to one player.

"It seems that it happens when the uniform was taken from dead body."

I experienced that using bis_fnc_saveInventory then bis_fnc_loadInventory after respawn. Uniform is not "physically" taken from a corpse but its type saved/loaded in a missionnameSpace variable.

May 10 2016, 12:30 PM · Arma 3
PiepMGI added a comment to T85234: Uniforms disappear or are only visible to one player.

Seen also on hosted server for light scenarios. It seems some events like pop-up tasks , uniforms refresh after respawn and so on are more deeply scheduled, then take time to be displayed/broadcasted.

related: http://feedback.arma3.com/view.php?id=26798 ?

May 10 2016, 12:30 PM · Arma 3
PiepMGI added a comment to T85221: Not happy with new Nexus Update introduced new stamina too much weapon sway !!!!.

Enough is enough. You want the last word? Please, have it! I've other things to do with script than sterile talk here. You play with words. Say there is no backward compatibility, just shit changes for workable commands/functions which are no more workable for community scripts and need tons of tickets each time a big version is released. All is fine! Answers are known: indefinite "new", "resolved" when duplicated and "reviewed" when in your dream. To be honest, sometimes "resolved" means resolved and "new" means new.

May 10 2016, 12:30 PM · Arma 3
PiepMGI added a comment to T85221: Not happy with new Nexus Update introduced new stamina too much weapon sway !!!!.

@ Barbolani: his master's voice. Don't treat other players as Rambo and don't suggest to have a tour on other games! I spent hundred hours on Arma3 which is probably the most interesting game i play... and i script everyday for it! See my posts on armaHolic. I'm familiar with commands and functions. So, my advice is almost as worthy as yours. When i script for friends, the playability is reached with AI skill < 0.2 in vegetation environment like Kunduz map.
And when I write for backward compatibility, it's not for stamina only but all commands which are broken after 1.48 or 1.54: bis_fnc_setTask (patched now) , some house classes disappeared, inputAction (with ctrl) since 1.48, hideObject (in preview/SP)... and all issues with servers. Just have a look at feedback!
For sure, if you don't write a line of script, you don't worry with this problem.

May 10 2016, 12:30 PM · Arma 3
PiepMGI added a comment to T85221: Not happy with new Nexus Update introduced new stamina too much weapon sway !!!!.

What about sway, fatigue and stamina for enemy AI's. I have hundreds hours of play in Arma and I'm still amazed by the skill (even at idle) of Ai's. They have far better view, far better lunges and far better stamina than players. Did they have weapon sway?...

May 10 2016, 12:30 PM · Arma 3
PiepMGI added a comment to T85221: Not happy with new Nexus Update introduced new stamina too much weapon sway !!!!.

Master of Blubb, did you hear about backward (or retro) compatibility? The less a professional team should pay attention for unless willing to ruin thousands hours of work for community.
Days after days, i wonder if there is a quality process at BI. I'm not so sure.
How many commands, functions are any more working and need "patches"? a lot if you browse feedback tracker.

May 10 2016, 12:30 PM · Arma 3
PiepMGI added a comment to T85221: Not happy with new Nexus Update introduced new stamina too much weapon sway !!!!.

Difficulties are for what we want. And, frankly, it's the right term and the right place to set the difficulty of walk. But BI could add a parameter as well.

May 10 2016, 12:30 PM · Arma 3
PiepMGI added a comment to T85221: Not happy with new Nexus Update introduced new stamina too much weapon sway !!!!.

upvoted because BI didn't manage these features along with difficulties. There are 4 difficulties (at least). That should mean the way to please any players.

May 10 2016, 12:30 PM · Arma 3
PiepMGI added a comment to T85165: AI know exactly where you are again..

I would like to be sure Arma's engine is able to make difference between 2 vehicles, one equipped with thermal cams, the other not!

Same for Lights on by night, in regard of "knowsabout" on each side (hunter/target).

May 10 2016, 12:28 PM · Arma 3
PiepMGI added a comment to T85165: AI know exactly where you are again..

Ai knowsabout increases fast when seeing a new enemy (player for example). This was linked to distance but i'm not sure it's still the case.

In absolute, distance, stance, noise (walking, firing,speaking..), night vision, day blurring,obstacles of course, but also status (wounded)... should lead to a rate of knowsabout and a max knowsabout;

max knowabout (4) is held for 6 minutes if i'm right, even if the player hides behind a wall and try to surround the unit. The knowsabout should decrease instantaneously from 4 to 1.6 (or accurate with the simple loss of sight), then regularly to 0;

Presently, knowsAbout falls from 4 to 0 after the 6? minutes delay. A more progressive level could be fine.

May 10 2016, 12:28 PM · Arma 3
PiepMGI added a comment to T85153: bis_fnc_execvm gets remotexecute from each connecting Client.

You should change your title. I guess the problem is the pop-up message, not the functionality. Right?

May 10 2016, 12:28 PM · Arma 3
PiepMGI added a comment to T85112: Arma 3 Stamina is good and bad..

Just a couple of things:

  • if you disable stamina, you disable fatigue also (player enableStamina false);
  • if you are bare underwear (without watch or even map), your default stamina is at 60. That roughly means if you sprint during 60 sec you'll get max fatigue (=1) and you recover 0 fatigue in 30 sec at rest;
  • Don't bother yourself with stamina, just limit fatigue! Stamina will follow.

As scripting foreach playableUnits, foreach allPlayers can provide weird results for broadcasting a code, you can use:

fnc_stamina = {while {alive player} do {scopename "fatigued"; sleep 0.5; waituntil {sleep 0.5; getFatigue player > 0.4 }; player setFatigue 0.4}; breakTo "fatigued"}; [[],fnc_stamina] remoteExec ["spawn",0,true]

This above limits fatigue to 0.4 and stamina will follow as well. You keep a little bit of realism and the stamina bar.

Furthermore, if weapon sway is boring you, you have a new command for that:

just add at beginning of fnc_stamina (out of while loop):
player setCustomAimCoef 0.4 (or any value between 0 to 1 (max sway))

This code must be in init.sqf, or in an unconditional trigger, or an addon, or in debug console if enabled during game (see enableDebugConsole possibilities in description.ext)

May 10 2016, 12:26 PM · Arma 3
PiepMGI added a comment to T85112: Arma 3 Stamina is good and bad..

V 1.54 comes with new commands. See https://community.bistudio.com/wiki/Arma_3_Stamina
Some scripters could change things for their MP missions. I'm writing an addon for making things more playable but as you know, addon must be accepted by server admin. Let me know if that sounds great for you.

May 10 2016, 12:26 PM · Arma 3
PiepMGI added a comment to T85112: Arma 3 Stamina is good and bad..

Yes, where you can in fact! Init.sqf, unconditional trigger (without "this" in cond field), or creating a small addon (cfgpatches).. even in debug console if accessible.
If you want to reduce more, say 20%, you'll probably have to increase the loop frequency (that means lower sleep: sleep 1; or sleep 0.5). The good way to test is to run your mission with different sleep & fatigue values and watch your brand new stamina bar. If loop frequency is ok, you'll see very small adjustment while limit is reached (% of fatigue bar).

To completely remove fatigue: player enableFatigue false;
To reduce weapon sway, there is an addon:
http://www.armaholic.com/page.php?id=26266

I totally agree with you. Some unconditional people think ARMA is a war simulator. But it's a game! BI created VBS3 (not the same price!) for sim. I don't understand why it's an evidence displaying or not mines, displaying tags or crossair but there is no chance to have a stamina/fatigue/weapon sway cursor along with difficulty setting.
My aim is not to ruin BI dev work but save some hard works done by Arma's scripter community. A hobby is a hobby but wasting time isn't really fine for anyone!

May 10 2016, 12:26 PM · Arma 3
PiepMGI added a comment to T85109: BIS_fnc_MP not firing when passed 'playableUnits + switchableUnits' as objects.

I have also some errors I didn't see before:
14:32:14 Error in expression <target,_isPersistent];
}
else
{
_params remoteExec [_functionName,_target,_isPer>
14:32:14 Error position: <remoteExec [_functionName,_target,_isPer>
14:32:14 Error Type Bool, expected Number, Side, Object, Group, String
14:32:14 File A3\functions_f\MP\fn_MP.sqf, line 46

I don't know if it's about:
_player = allPlayers select 0;

    if (!isPlayer leader _player) then {
        {
            if (isPlayer _x && {!isServer or (isServer && count allPlayers <2)}) exitWith {
                [group _x, _x] remoteExec ["selectLeader", groupOwner (group _x)];
            };
        } forEach units _player;
    };

I guess a problem with groupOwner (group _x) I didn't have before.

May 10 2016, 12:26 PM · Arma 3
PiepMGI added a comment to T85102: stamina system sucks!.

@ JCae2798:
If Arma is a military simulator, it only worths its bunch of Dollars! I'm rather sure you never saw a simulator.
But if Arma is a game, this false good idea of stamina/fatigue ruins plenty of scenarios. This should be adapted for players (you know the guys who wants to play a good game without pain in the ass while crossing a wide map).

At least, fatigue/stamina should be a difficulty setting... in respect of all kinds of players and dev team.

May 10 2016, 12:26 PM · Arma 3
PiepMGI added a comment to T85100: Backward compatibility issues 1.54 vs 1.52.

It seems better for bis_fnc_setTask. Not a start of mission but in game, after several minutes and some tasks completed without pop-up.

May 10 2016, 12:26 PM · Arma 3
PiepMGI edited Steps To Reproduce on T85100: Backward compatibility issues 1.54 vs 1.52.
May 10 2016, 12:26 PM · Arma 3
PiepMGI added a comment to T85095: BIS_fnc_setTask not working in MP.

No more in 1.54. Thanks

May 10 2016, 12:26 PM · Arma 3
PiepMGI added a comment to T85095: BIS_fnc_setTask not working in MP.

RIP bis_fnc_setTask since 1.54.

All my MP missions don't have scripted tasks anymore!

May 10 2016, 12:26 PM · Arma 3
PiepMGI added a comment to T85087: Legacy Fatigue Permanent Mission Paramater.

I preached in desert for stamina/fatigue difficulty setting but when a developer is proud of its work, it's impossible to issue a customized version for the pleasure of the most of players.

May 10 2016, 12:25 PM · Arma 3
PiepMGI added a comment to T85043: respawn eventhandler fires when dying when BIS revive in use.

With the respawn / revive system, player is killed, he becomes !alive very shortly, then alive but incapacitated during revive slot then !alive if this slot expires before player being healed, then alive after respawn.

I guess it's one of the reason BI created the variable "BIS_revive_incapacitated" to check if player is in incapacitated condition.

I agree with you. This alive/not alive shaker is weird for EH behavior.

May 10 2016, 12:24 PM · Arma 3
PiepMGI added a comment to T85008: No more able to launch multiplayer subscribed missions from Steam.

Tutsi, it's not the same problem.

My problem is no more here today. Just to precise something which could happen again:

I have several subscribed MP missions which recently (since last beta Steam interface) fail to download (after a very short access to Steam) and return a message: Downloading failed, try again.
It seems like a bad access to Steam. But missions remain visible and selectable in MP screen "create game", in orange font, and even, the site is reachable via blued button "workshop".
So it seems weird to access to Steam, have a beginning of download, then an error, on several "unchanged pbo" missions.
I can't reproduce this error today...

May 10 2016, 12:23 PM · Arma 3
PiepMGI edited Additional Information on T85008: No more able to launch multiplayer subscribed missions from Steam.
May 10 2016, 12:23 PM · Arma 3
PiepMGI edited Steps To Reproduce on T84962: BIS_fnc_spawnGroup returns error while randomizing units.
May 10 2016, 12:22 PM · Arma 3
PiepMGI edited Steps To Reproduce on T84822: "support" module, from Gameplay modes, empty all vehicles crates regardless of options.
May 10 2016, 12:18 PM · Arma 3
PiepMGI edited Steps To Reproduce on T84639: Alive or not? That's the question! (MP respawn revive template).
May 10 2016, 12:12 PM · Arma 3
PiepMGI added a comment to T84609: [Feature Request] Individual Stamina for each soldier.

To be more constructive:

  • Stamina, fatigue should be set in difficulty level;
  • game timing is not "real-life" timing as you should end a mission, within hours instead of days. With "real-life" tempo, you kill gaming without adding in immersion. Crossing Altis can't take several hours without any boring;
  • AI mus have the same difficulties as players, in a normal use (say veteran), more difficulties in beginner, less in elite.

And furthermore, stamina/fatigue should imped on AI skill. There are so many things to do here! Immersion is broken by AI shooting through walls, vegetations, and ability to fire a magical dead shot after being badly hurt! How many times AI, who are shot at legs, start to walk, face you, (prone or not) and kill you in one shot?

May 10 2016, 12:11 PM · Arma 3
PiepMGI added a comment to T84609: [Feature Request] Individual Stamina for each soldier.

good luck!

May 10 2016, 12:11 PM · Arma 3
PiepMGI added a comment to T84602: Russian CSAT.

I used to play RHS now, as a standard

May 10 2016, 12:11 PM · Arma 3
PiepMGI edited Steps To Reproduce on T84595: Bis_fnc_Arsenal adds an "attachedObject" to the player at each opening. (cumulative).
May 10 2016, 12:11 PM · Arma 3
PiepMGI added a comment to T84595: Bis_fnc_Arsenal adds an "attachedObject" to the player at each opening. (cumulative).

Anything to do with that ?

May 10 2016, 12:11 PM · Arma 3
PiepMGI edited Steps To Reproduce on T84576: New command: CursorTargetDistance.
May 10 2016, 12:11 PM · Arma 3
PiepMGI edited Steps To Reproduce on T84575: Objects (small?) doesn't detect some surfaces on map buildings..
May 10 2016, 12:11 PM · Arma 3
PiepMGI set Category to category:featurerequest on T84457: Enable multiple layers in editor (same mission).
May 10 2016, 12:07 PM · Arma 3
PiepMGI added a comment to T84302: What happened to "special" (flying, in formation, in cargo, none).

I wouldn't like to open a new ticket and see this one classed as "duplicated" but one sure thing:
In 2D classic editor (not eden), when you create a group and choose "none" instead of "in formation", the units regroup themselves in V standard formation!
It's weird.
Place civilians, spread on map, group them, each with "none" in special field.
They will regroup at preview!

May 10 2016, 12:03 PM · Arma 3
PiepMGI added a comment to T84208: Editor placed vehicle continues to be detected as enemy after all crew disembarks.

The problem is what behavior you intend to give at this command.
As written now, you can catch nearest enemies even if distant for several kilometers if your side has a knowAbout on it.
So, there are 2 ways thinking about this command should work:

  • this command must return the nearest existing enemies, for scripted scenarii. Then , you should consider allUnits with a non-friend side, excluding all emptied (civilian) vehicles;
  • If you'd rather want a more immersive information (player oriented), it's OK for the delay, but some distances should be taken into account. It's abnormal to have a return on an emptied vehicle at more than one kilometer and no info on infantry in vicinity.
May 10 2016, 12:00 PM · Arma 3
PiepMGI edited Additional Information on T84188: Allow more possibilities for grabbing items, optics..
May 10 2016, 11:59 AM · Arma 3
PiepMGI added a comment to T84175: Feature Request: Integrate BIS Arsenal and way of editing Ammo crate / Vehicle cargo items.

Agree!
Right click on unit/object (vehicle, infantry, crate, any weaponHolder in fact);
Allow arsenal (adapted to the holder if possible).
Arsenal could have minor change in its display (keep Eden view instead of zooming on face of the unit);
Adapt also for loading turrets of vehicles!
Permit saving for loadout by type of vehicle.

For Christmas please ;-)

May 10 2016, 11:59 AM · Arma 3
PiepMGI added a comment to T84117: Placed AI will always Rotate at Start of ingame test.

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).

May 10 2016, 11:57 AM · Arma 3
PiepMGI added a comment to T84113: BIS_fnc_ambientAnim and BIS_fnc_ambientAnimCombat create persistent logic.

True for BIS_fnc_ambientAnim as well. changed title

May 10 2016, 11:57 AM · Arma 3
PiepMGI edited Steps To Reproduce on T84113: BIS_fnc_ambientAnim and BIS_fnc_ambientAnimCombat create persistent logic.
May 10 2016, 11:57 AM · Arma 3
PiepMGI added a comment to T84076: Eden Editor - Possibility to edit missions with friends/multiple users.

... and further more, in game, spawning objects on one side, coming along resources, then you're in warcraft-like game.

May 10 2016, 11:56 AM · Arma 3
PiepMGI added a comment to T84010: Tracked Vehicles too fast, especially AI: request reducing speed.

Adapt vehicle speed to combat mode

May 10 2016, 11:54 AM · Arma 3
PiepMGI added a comment to T83999: to solve dozens of your creapy MP syncronisation Problems.

Chimera, what's your walkaround? I hope it's not your fake unit.

Thanks to KK, there is a way to make things clear for a simple problem: always have a human leader (player), even if leader slot isn't chosen:

for "_i" from 0 to count allPlayers -1 do {
_player = allPlayers select _i;

if (!isPlayer leader _player) then {
    {
        if (isPlayer _x && {!isServer or (isServer && count allPlayers <2)}) exitWith {
            [group _x, _x] remoteExec ["selectLeader", groupOwner (group _x)];
        };
    _x doFollow (leader group _x);
    } forEach units _player;
};

};

The combination of selectLeader, groupOwner and remoteExec works fine: units obeys to the new leader.

And yes, a selectLeaderGlobal could be great, but please change your title and don't add your solution. Describe the problem, the aim and the way to reproduce what you say.

+1 cause there is something to do with leaders in MP.

May 10 2016, 11:54 AM · Arma 3
PiepMGI added a comment to T83999: to solve dozens of your creapy MP syncronisation Problems.

To come back to "remoteExec", I understand (reading BI doc), that selectLeader must be declared in a CfgRemoteExec class in config.cpp or description.ext ??
A little bit heavy or i missed something.

May 10 2016, 11:54 AM · Arma 3
PiepMGI added a comment to T83999: to solve dozens of your creapy MP syncronisation Problems.

Well, this new command seems very powerful. Interesting for signed addon. On the other hand, the cfgRemoteExec class could be a little bit difficult to manage in regard of global/local configs.

May 10 2016, 11:54 AM · Arma 3
PiepMGI added a comment to T83999: to solve dozens of your creapy MP syncronisation Problems.

I don't understand the interest but i would;
Do you have some examples for "dozens of problems"?
What difference between your solution and a hidden unit or a logic?

I'm trying to improve my knowledge for MP scripting in the jungle of functions, arguments, effects localities but I can't figure what improvement your method could afford. Please, explain for other dozens of sripters like me.

May 10 2016, 11:54 AM · Arma 3
PiepMGI added a comment to T83812: Action menu for AI (press 6) is almost completely useless..

and loutralep, do you agree with the list of all weapons on ground to order your AI subordinate to grab one without knowing where they are? (see my post above). Where is the "strength" here, to send a unit anywhere, with no idea of distance, dangerousness and time to be done? Seriously!

May 10 2016, 11:49 AM · Arma 3
PiepMGI added a comment to T83812: Action menu for AI (press 6) is almost completely useless..

I don't know if there are some statistic data for issue status at BI, but how many tickets marked as "resolved" simply because duplicated with another old "new" issue.

May 10 2016, 11:49 AM · Arma 3
PiepMGI added a comment to T83812: Action menu for AI (press 6) is almost completely useless..

By the way:
If you generate weapons and items, randomly in some houses, leader can select a unit of his group and then in action menu (6) order this unit to take a weapon (or else) even if this unit has no idea of the position of the loot. Just follow the AI and be sure to kill the game.
Any idea to avoid this weird list?

Please BI, do something or explain.

May 10 2016, 11:49 AM · Arma 3
PiepMGI added a comment to T83805: Steam interface fails and Launcher crashes when off line.

This issue was probably linked to a bad config/version of Steam, frequently updated. I just tested off line mode again, and i can't reproduce the former issue. Please consider as closed.

May 10 2016, 11:49 AM · Arma 3
PiepMGI added a comment to T83805: Steam interface fails and Launcher crashes when off line.

Happens when Steam session fails in off line mods for some reason. Since 1.50, Steam session seams more stable (able to launch off line even if this soft is still trying to connect).
But crash still occurs 100% time, when clicking on launcher icon directly, without Steam opening. Added launcher logs.

May 10 2016, 11:49 AM · Arma 3
PiepMGI set Category to category:launcher on T83805: Steam interface fails and Launcher crashes when off line.
May 10 2016, 11:49 AM · Arma 3
PiepMGI added a comment to T83756: Please add a new waypoint order called "JOIN NEAREST".

Problem is: who joins who.

May 10 2016, 11:47 AM · Arma 3
PiepMGI added a comment to T83745: I am always wounded when firing from a mortar..

Bah, the best thing to avoid duplication could come from BI who let "new" for more than one year or declare "solved" or duplicated" some topics which aren't (see inputAction "adjust").
To be more constructive, the mortar problem is probably linked to the wound a unit catches each time you attach/detach an object to him. It seems a collision occurs with object. It is also the case if a player "bumps" an attached object on another unit. Make this experiment: attach a fuel canister or something in editor to a unit/player. Reach his position and "touch" the attached object. You're wounded. Make the unit/player prone with attached object, detach it. This time, this unit is wounded.

May 10 2016, 11:47 AM · Arma 3
PiepMGI added a comment to T83667: Add some of the BIS_fncs as scripting commands.

Bis_fnc_LoadInventory and Bis_fnc_saveInventory. In fact, all functions allowing to manage inventories instead of each weapons, magazines and items.

May 10 2016, 11:44 AM · Arma 3
PiepMGI added a comment to T83667: Add some of the BIS_fncs as scripting commands.

Interesting! https://community.bistudio.com/wiki/lineIntersectsSurfaces
I will spend my next weeks to try how to obtain the same distance as in range finder with this magnificent tool! At least, this command needs to be mixed with distance one in a consistent manner with LOD's.

So my request for "simpler" global command "cursorTargetDistance" stays up to date, on my opinion.

May 10 2016, 11:44 AM · Arma 3
PiepMGI added a comment to T83667: Add some of the BIS_fncs as scripting commands.

... and the possibility to get the "rangeFinder" distance with anything! (Sorry I don't know the function) but there is no simple way to catch distance between player's eyes and ANY object/ground, like in rangeFinder or laserDesignator. Big thanks the day this command will be issued.

May 10 2016, 11:44 AM · Arma 3
PiepMGI added a comment to T83509: The launcher can not change the list of mods and addons.

Launcher doesn't "think".

May 10 2016, 11:40 AM · Arma 3
PiepMGI added a comment to T83507: Automated detection of Headless Client.

see hasInterface (real player) combined with isDedicated for dedicated server or not.

May 10 2016, 11:39 AM · Arma 3
PiepMGI added a comment to T83506: isPlayer don't work correctly on dedicated server, when client rejoining on briefing.

Probably because public variables (and EH) are broadcasted prior to init vehicle player.
Player is not null but remote.
And probably waitUntil {player == player} will wait for the player to be local.
See also waitUntil {local player};

May 10 2016, 11:39 AM · Arma 3
PiepMGI added a comment to T83504: Shifting view (to gunner) ruins pp effects like dynamic blur..

none interested?

May 10 2016, 11:39 AM · Arma 3
PiepMGI edited Steps To Reproduce on T83504: Shifting view (to gunner) ruins pp effects like dynamic blur..
May 10 2016, 11:39 AM · Arma 3
PiepMGI added a comment to T83496: AI seeing and shooting through vegetation and smoke..

Further more, It seems you can't fire through some bushes and little trees. Have a thermal vision, fire at enemy behind a bush. Sometimes, you can see impacts on some bushes like on a wall, and there is no chance to kill someone with a standard caliber, without hitting a discovered part of the body.

May 10 2016, 11:39 AM · Arma 3
PiepMGI added a comment to T83494: Opfor CSAT unform to much armor.

I vote up because i don't think balancing bodies / uniforms along with sides is a good consistent solution.
Armor bodies should be the same for all AIs, until you want to demonstrate a human side superiority...
Then, uniforms armor could be reliable with their usage. It's totally weird to have a wet suit (CSAT) much more armored than any BLUFOR suit.
Many addons (not always under BI responsibility) reproduce these weird fittings. And furthermore, some scripters, as I am, didn't figure they can't mix Blufor bodies with CSAT uniforms, or OPFOR bodies with BLUFOR uniforms without unexpected consequences.

thegodfather issued a real problem in a bad manner but I can't imagine there is no consistent solution rather this poor patch-up job, unworthy with outstanding BI developments.

May 10 2016, 11:39 AM · Arma 3
PiepMGI added a comment to T83393: new enemies don't shoot when setfriend shifts relationship from friend to enemy (resistance).

Thank you

May 10 2016, 11:36 AM · Arma 3
PiepMGI edited Steps To Reproduce on T83393: new enemies don't shoot when setfriend shifts relationship from friend to enemy (resistance).
May 10 2016, 11:36 AM · Arma 3
PiepMGI added a comment to T83285: Building door opens in a wrong direction.

+1

May 10 2016, 11:33 AM · Arma 3
PiepMGI added a comment to T83276: Units are moving irregularly (basic preview SP mission) ..

OK, problem comes from Steam interface.
Even if your parameters are set to "allow download during gameplay" unchecked (disabled), this interface is trying to download something after launching (and playing) a MP subscribed mission. Then, mission is downloaded, but Steam interface is now and definitely, tilting X time per second to "in queue" and "starting".
If you leave the MP mission, this inteface continues this false download.
You can stop, restart PC, windowns then Arma,... this interface still remembers the fact it's trying to download something.
This is a "workshop content", network at idle, disk also, 0 bytes/0 bytes but Arma is totally impacted as the game pauses on/off each seconds (video)

The only solution seems to be: quit Arma, launcher, then avoid anything to download thru Steam!

So, did you change something in Steam interface?
Is there a way to re-install steam without losing or reinstalling Arma?
It takes 15 hours for me when I reload Arma (without addon)!

May 10 2016, 11:32 AM · Arma 3
PiepMGI added a comment to T83276: Units are moving irregularly (basic preview SP mission) ..

Thanks, Steam beta resolved this bug. Please consider as closed.

May 10 2016, 11:32 AM · Arma 3
PiepMGI edited Steps To Reproduce on T83276: Units are moving irregularly (basic preview SP mission) ..
May 10 2016, 11:32 AM · Arma 3
PiepMGI added a comment to T83261: Strange artillery changes in 1.48 -- manual trajectory calculation -- the mk6 scope doesn't work.

Confirmed! There is no way to hit a building without artillery computer. I tried my own calculation based on standard ballistic without air friction, I obtain the same results as in the MK6 scope (1st person). So, it's not a math bug. Did you change something else? Why computer is so accurate but scope not?? Initial velocity of shell?

May 10 2016, 11:32 AM · Arma 3
PiepMGI added a comment to T83261: Strange artillery changes in 1.48 -- manual trajectory calculation -- the mk6 scope doesn't work.

See also this old problem:
http://feedback.arma3.com/view.php?id=20944

May 10 2016, 11:32 AM · Arma 3
PiepMGI set Category to category:featurerequest on T83227: Better wrecks after crash.
May 10 2016, 11:31 AM · Arma 3
PiepMGI added a comment to T83219: Update: 1.48 fps dropping to 1-5 fps at times un playable.

Please consider also:
http://feedback.arma3.com/view.php?id=24909
May be a problem linked with how the versions 1.48 et dev are installing files.
Or Steam interface.

May 10 2016, 11:30 AM · Arma 3
PiepMGI added a comment to T83219: Update: 1.48 fps dropping to 1-5 fps at times un playable.

Yes, several EPOCH servers become unplayable. The most impacted mod for my own experience. When playing EPOCH, I'm just in ARMA vanilia + EPOCH, nothing else, no advanced parameter in launcher. NVidia GTX 970. cpu i5-3470 @3.2GHz

May 10 2016, 11:29 AM · Arma 3
PiepMGI added a comment to T83218: bis_fnc_guiEffectTiles gives me an error since 1.48..

Did you change something in bis_fnc_guiEffectTiles ?

And please, how to correct this config entry which worked before 1.48?:

class GPSMap
{
idd = 133;// -1 no difference
duration = 100000;

    fadein = 0;
    fadeout = 0;
    name="mapping_GPS";
    onLoad = "uiNamespace setVariable ['gps_map', _this select 0]";
    controls[]=
		{
		HUD_GPS_frame,
		Minimap_GPS
		};

controlsBackground[] = {"HUD_GPS_frame","Minimap_GPS" };

		class HUD_GPS_frame: RscText
	     {
		idc = 13000;
		text = "";
		x = "uiNamespace getVariable 'GPS_x'";
		y = "uiNamespace getVariable 'GPS_y'";
		w = "uiNamespace getVariable 'GPS_w'";
		h = "uiNamespace getVariable 'GPS_h'";
		shadow = 0;
		colorBackground[] = {0.3,0.3,0.3,"uiNamespace getVariable 'GPS_bckgrnd'"};
		colorText[] = {0, 0, 0, 0 };
		};

		class Minimap_GPS: RscMiniMap
		{
		idc=13301;
		type=101;
		style=48;
		text= "#(argb,8,8,3)color(0.2,0.2,0.2,0)";
		x = "uiNamespace getVariable 'GPS_x'";
		y = "uiNamespace getVariable 'GPS_y'";
		w = "uiNamespace getVariable 'GPS_w'";
		h = "uiNamespace getVariable 'GPS_h'";
		colorBackground[]={0.8,0.8,0.5,0.2};
		colorText[]={1,1,1,0.5};
		font="PuristaMedium";
		sizeEx=0.03;

		maxSatelliteAlpha="uiNamespace getVariable 'GPS_alfa'";
		shadow=0;
                ...... etc

Thank you very much

May 10 2016, 11:29 AM · Arma 3
PiepMGI added a comment to T83218: bis_fnc_guiEffectTiles gives me an error since 1.48..

Resolved:
change class Minimap_GPS: RscMiniMap
for class Minimap_GPS: RscMapControl

Why now? what change?

May 10 2016, 11:29 AM · Arma 3
PiepMGI edited Steps To Reproduce on T83218: bis_fnc_guiEffectTiles gives me an error since 1.48..
May 10 2016, 11:29 AM · Arma 3
PiepMGI added a comment to T83216: No entry 'bin\config.bin.SmokeShellWhite'..

Not only by throwing smokeShell but simply logging on server like Epoch or Wasteland.

May 10 2016, 11:29 AM · Arma 3
PiepMGI added a comment to T83216: No entry 'bin\config.bin.SmokeShellWhite'..

Yes and no. EPOCH is mandatory when joining EPOCH servers. But no mod at all when playing on wasteland servers. That doesn't mean, there's no function triggered from server while JIP.

Beyond smokeshell, there are more and more unrecognized classes thru mods and/or servers, which didn't display such error before this version.
Perhaps I'm wrong but I guess several major mods are impacted with weird functionalities which worked before then fail or generate errors now. By chance, there is a "close all" button to continue starting JIP.

At a far lower lever, my personal addon is corrupted since 1.48. I didn't change anything and my addon turns weird while displaying a custom GPS. See: http://feedback.arma3.com/view.php?id=24851 . Why engine is now waiting for display instead of control (if error report makes sense)?

So, Adam, you can wait in a "need more info" attitude, or be proactive and ask in BI team, what changed between versions. Perhaps, YOU (BI) changed something in classes and generated such problems.

Lack of compatibility becomes your (our) major problem. We lost inputAction "adjust" http://feedback.arma3.com/view.php?id=23636, even if you're satisfied to mark it "resolved". It's not resolved at all!

I hope someone could be more explicit than I can, aiming the "smokeShellWhite" problem. But please, think "wider" about how things changed between versions. With little chance, some other class problems could be resolved, btw.
Thanks

May 10 2016, 11:29 AM · Arma 3
PiepMGI added a comment to T83068: D3D Error - DXGI_ERROR_DEVICE_REMOVED every 2 - 3 minutes of starting up the game..

Where is it resolved???
This is an heavy problem V1.48, windows 10. GTX970, no shadowPlay.

I just had this shit looking at the config viewer from editing a mission with one unit (player) placed. What heavy environment!

The minimum to write is why you consider as resolved!
BE CREDIBLE!

May 10 2016, 11:25 AM · Arma 3
PiepMGI set Category to category:featurerequest on T83059: Disable respawn for AI in player group.
May 10 2016, 11:24 AM · Arma 3
PiepMGI added a comment to T83058: Crashing with instruction at referenced memory could not be read and Arma 3 has quit in an unusual manner.

Crash at start when logged in MP invade & annex play:

Mods: Arma 3
Extensions:
Distribution: 0
Version 1.46.131175
Fault time: 2015/07/08 12:53:52
Fault address: 0160A22E 01:00AE922E C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe
file: co60_AW_Invade_Annex_2_82D (__CUR_MP)
world: Altis
Prev. code bytes: 88 84 01 00 00 51 8B C4 53 FF 74 24 74 C6 00 08
Fault code bytes: 8B 01 FF 10 8B 5E 0C BD 01 00 00 00 85 C0 74 09

Registers:
EAX:02D51D48 EBX:00000000
ECX:00000000 EDX:3C0AABC4
ESI:3C0AABC0 EDI:3BD2AB00
CS:EIP:0023:0160A22E
SS:ESP:002B:02D51D40 EBP:00000000
DS:002B ES:002B FS:0053 GS:002B

Flags:00010202

note: Minidump has been generated into the file C:\Users\Utilisateur\AppData\Local\Arma 3\arma3_2015-07-08_12-51-04.mdmp

May 10 2016, 11:24 AM · Arma 3
PiepMGI set Category to category:featurerequest on T83032: Enable multiple respawn type (base + group).
May 10 2016, 11:24 AM · Arma 3
PiepMGI added a comment to T82994: DX11 error : buffer Map failed : DXGI_ERROR_DEVICE_REMOVED.

This is an heavy problem V1.48, windows 10. GTX970, no shadowPlay, no mods.

Playing on servers, it crashes from time to time, from several minutes to more than one hour of gaming.
But rignt now, I just had this shit looking at the config viewer from editing a mission with one unit (player) placed. What heavy environment!

May 10 2016, 11:22 AM · Arma 3
PiepMGI added a comment to T82994: DX11 error : buffer Map failed : DXGI_ERROR_DEVICE_REMOVED.

If you read me, I mentioned a crash without any shadowPlay. Don't say you fix everything with that!

May 10 2016, 11:22 AM · Arma 3