will be hotfixed, it is fixed in internal already
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Oct 17 2020
In T154368#2115783, @kju-PvPscene wrote:Maybe related? https://feedback.bistudio.com/T154335
this change is causing issues when trying to set object textures as transparent e.g. _x setObjectTextureGlobal[0,""]
using a transparent .paa texture from mission file does not solve it since this is displayed as full-black
Subtasks can all be closed because they were fixed or became irrelevant. Can be removed once closed.
Maybe related? https://feedback.bistudio.com/T154335
Oct 16 2020
You specify the admin password in server.cfg then connect to it and login as admin by opening the chat box (default / key) and typing in #login (your password here) then you'll be on the mission selection screen.
Unified the VoN volume handling, and didn't expect that any volume concerning VoN wasn't actually controlled by VoN slider.
Just took what was already where, which actually was the Effects volume used for direct chat.
build 146752
small bug that only existed in internal
Did more investigation into it, it's not working as expected in 1.98 aswell - it just appeared to work. In v1.98 assignedTarget only works when the gunner has vision on the target(ie. if the gunner is in a tank turret, it will only update assignedTarget when the turret has turned to face the target) otherwise it remains objNull. Don't think it's weirdness is related to 2.00 so either it got broke earlier or it's always been this way
In T152567#2115522, @BIS_fnc_KK wrote:with the release of 2.00 assignedTarget seems completely broken
It has not been touched
The event handler should fire on any message getting added to the local chat. Which messages display in local chat but not fire EH?
with the release of 2.00 assignedTarget seems completely broken
It has not been touched
Can you remind me how do you get to mission selection screen on dedicated? What dedicated server set up?
Oct 15 2020
It is a game breaker when voip is used for communication in what is supposed to be milsim, where comms is used for coordinating and relaying info etc so thanks for upgrading it
Switched severity back from "Minor" to "Major" because many people are complaining about this issue, and multiple people had requested so.
Originally switched to "Minor" because it's not a game-breaking bug, nevertheless it is driving countless people insane so it seemed warranted.
Issue seems to be the voip volume is now tied to the fx volume.
Voip volume should be independant of fx volume, this also includes the direct chat volume which seems to have always been tied to fx volume in Arma3.
Issue it causes is inability to communicate in voip during firefights and when in vehicles or wherever fx is louder than average example when raining.
This is a really major issue for vanilla servers where it is unlikely that all players will be on teamspeak etc
I am also having this problem. volume is either on or off. there is no increase or decrease of VON volume; its either there or its not.
Unsupported language English in stringtable
String not found
hint parseText "<t xxx='%1'>t size='1' align='center' valign='middle'>%2%3 </t>";
Looks like the 2.00 update fixed it in singleplayer but it's still broken on a dedicated server. Is that fix on the next dev branch update you're referring to?
with the release of 2.00 assignedTarget seems completely broken and getAttackTarget only seems reliable when the AI is actively engaging.
CommandTarget etc will work with assignedTarget but if an AI leader is assigning targets, it never displays them. The previous release has no such issue
these from stringtable parsing
That error is not at parsing, its at calling "localize" and trying to localize a value, probably caused by a script.
And besides providing full script callstack context... which I could I guess. not much you can do.
Cannot evaluate '' - no file
String not found
Unsupported language English in stringtable
12:58:49 \/Context: a3\some_pbo_name\stringtable.csv <- EndContext 12:59:03 Unsupported language english in stringtable 13:22:24 \/Context: bla\blob\kp_liberation.blip\stringtable.csv <- EndContext 13:22:24 Item STR_COMMANDER listed twice
not sure if I want line of code, probably too much effort.
I have found the other message types firing on the server, so the exact issue with all the remaining message types seems to be the event only fires where the message is "local".
Oct 14 2020
Not fixed in 2.0
Might've been fixed with 2.00,
Tweaked: Improved Training Mine behaviour in the multiplayer environment (and less visible glitching on triggering)
Oct 13 2020
This can be closed. It's obviously to separate modded contend from vanilla one.
Seen by other clients like this: https://imgur.com/vfiDWMq
@_connor You will have to experiment to find out, not sure myself
What does forcedDisplay and isPlayerMessage represent exactly? I see them as true and false respectively but cant seem to figure out what makes them switch.
Fixed in 2.00 I think
sometimes randomly
It's not random. The AI controls your aircraft based on what it thinks is "best". It was designed to prevent your aircraft from crashing while you interact with the menu.
I've just noticed this while testing one of my mods so I'll note it here for the record:
In T134754#2114573, @Leopard20 wrote:It's not a bug. It's the "autopilot" system.
Oct 12 2020
It's not a bug. It's the "autopilot" system.
This is still an issue in 2.00 RC but I took the time to test more in depth. While testing in multiplayer with the F/A-181 Black Wasp 2 (Stealth) pressing ESC to open the escape menu will do one of three things.
- If the engine of the jet is off the speedbrake is automatically applied, when the menu is closed the speedbrake will be released.
- If the engine of the jet is on and thrust is at 0 it will randomly apply thrust making the jet move forward on it's own.
- If the engine of the jet is on and thrust is greater then 0 the thrust will be set to 0, speedbrake will be applied, tail flaps will be up (As if you were taking off), and wing flaps will be 100% down. When closing the menu the speedbrake is released and the tail flaps will return to level but the wing flaps will stay down and always remain down until the player raises them.
This is the problem, need to save a 3pp and fix the FOV.