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Jun 2 2021
next dev-branch update should have it. Please test the shit out of it.
[[164230: titan_missile_atl_fly.p3d,"missile",16],[164230: titan_missile_atl_fly.p3d,"threatmissile",16]]
ono, incoming missile! get down!
Type: String - Type of threat, values are "marked", "locked", "missile", "threatlocked", "threatmissile"
[[O Alpha 1-1:1,"air","unknown",["activeradar","datalink"]],[R Alpha 1-2:1,"air","unknown",["activeradar","datalink"]]]
Device name DESKTOP-GJDO
Processor AMD Phenom(tm) II X6 1055T Processor 2.80 GHz
Installed RAM 8.00 GB
System type 64-bit operating system, x64-based processor
Pen and touch No pen or touch input is available for this display
Sensor: String - The name of the sensor used to detect the target, values are "passiveradar", "antiradiation", "activeradar", "IR", "visual", "man", "laser", "NV", and "datalink".
Just for info, this issue concerns also triggers. (preset BLUFOR present and HQ entity in area >> HQ is in thisList).
that are shown by an object's 'sensors'
What an object/AI knows about doesn't always equal what the sensor currrently sees.
Also sensor view range can be adjusted by player, I guess this script command would just either ignore sensor range, or use max range
Yep, would be sweet.
Jun 1 2021
It seeemed so to me as well, but apparently it's not so clear cut.
Only with SOG prairie fire dlc enabled.
In T158302#2196637, @krzychuzokecia wrote:DLC objects should retain their duplicates, so that people won't need to buy other DLCs to play SOG:PF.
In T152896#2196553, @dedmen wrote:You forgot about how https://community.bistudio.com/wiki/setLightIntensity overwrites the value of setLightBrightness when clearly they are both different things.
They are not different. Brightness is a old deprecated way that got replaced by intensity.
Agreed, however note that some of the duplicate objects come from other DLCs - example being Land_MobileRadar_01_Radar_F which is part of Contact DLC. Quite obviously, DLC objects should retain their duplicates, so that people won't need to buy other DLCs to play SOG:PF.
You forgot about how https://community.bistudio.com/wiki/setLightIntensity overwrites the value of setLightBrightness when clearly they are both different things.
May 31 2021
next dev
Revision: 147670
May 30 2021
Probably the easiest and most feasible way to implement this feature. Thank you kju-PvPscene and lets hope a brave dev can claim this soon.
This would greatly benefit so many scenarios where the mission maker might require Ai units to revert back to their NON COMBAT behaviors faster or slower than the hardcoded default 5 minutes.
Stoner 63 in SOG:PF is in rifle configuration that's bottom fed from 30 round magazines and fires from closed bolt (XM22/XM22E1). The 150rd "drum" used in LMG/Commando Stoner 63 (XM207 and Mk 23 Mod 0) was actually a container for ammo belt. Since rifle configuration can't feed from the belt, the whole gun has to be converted from one configuration to another - LMG feeds from side, and fires from open bolt. Convertion can be done in field, but requires a whole lot of additional parts - that's why US military (including USN SEAL teams) issued the guns in specific configurations (XM22 rifle, XM23 carbine, XM207 LMG and Mk 23 Mod 0 Commando), and not as a "DIY kit".
Adding to this, I believe the tachometer and the exhaust gas temp. gauge both roll in the wrong direction. Also, down elevator, left aileron and left rudder cause the warning indicators on the Pilot's right hand side to activate.
Will work individually too, here showing all light up.
Revision: 147668
Revision: 147668
It is in fact not a bug. iirc the devs said it couldn't be classified as a bomb so it doesn't activate the bombing reticle nor the bombing computer.
A) when using manual fire due to limitations the radar scope can't change itself, B) It might not be possible to use the targeting scope as a pilot but I can't recall.
I agree. In reality the mines were capable of dispatching soldiers easily, though not outright killing them. The current toe poppers barely scratch whoever stepped on them. Even if you lie down on one, it doesn't do anything.
Present on both (B,C) variants. Could be Arma limitations?
image of the location in question
https://i.ibb.co/w0w056T/20210529220559-1.jpg
May 29 2021
if you encounter issues, try posting more details here or visit the #troubleshooting channel on the Arma Discord server - posting the same empty ticket many times will get you nothing here.
Thanks.
This is the poison animation. This is the logged animationState when the bug occurs.
Hi, is this problem still happening or have you been able to fix it?
May 28 2021
The hammer also does a jab/stab animation rather than a swing.
rev 147667, optional param https://community.bistudio.com/wiki/Arma_3:_Actions#TakeMagazine
rev 147667, optional param https://community.bistudio.com/wiki/Arma_3:_Actions#TakeMagazine
rev 147667, optional param https://community.bistudio.com/wiki/Arma_3:_Actions#TakeMagazine
just trying to convey to you how to get BI to look into reported issues - without a simple reproducible repro, the chances are low [unless it effects a lot of people in a big way]
Well, I had to cut it down to stay in the "not polite - but not yet aggressive enough to reason for a ban"-realm: