Currently you can add eventhandlers that will check if turret have countermeasure weapon and reapply effectiveCommander to player when he change seat or get in, but this does not help when vehicle have more than one turret with countermeasure weapon.
For example RHS AFRF tanks have thermal smoke gen from driver seat and smoke shells from commander. You can not have two effectiveCommanders at the same time.
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Mar 3 2022
roger that
agh, there's not many left who care about it anymore. Seems a shame since there are at least 13,000 players online at any one time. You might chat it up with the guys on Discord. There a few really commited members.
https://discord.gg/arma
Mar 2 2022
I wonder who's sausage I have to smoke before someone looks at this?
Are you playing with mods or vanilla?
Please add your .rpt so we can see what happened.
https://community.bistudio.com/wiki/Crash_Files
Thank you for reporting the issue.
Passed it on to the programmers.
@Janopa1 @bolan Hello please add your Crash files for the most recent crash, here's a link for where/how to find your crashfiles.
https://community.bistudio.com/wiki/Crash_Files
Most important are the .rtp and .mdmp files but any thing you add might bring us to a solution sooner.
Thank you for reporting the problem.
We will see what we can do.
This param is not doing anything and it seems to cause confusion among content creators - it is definitely more safe to count entries in Wheels class instead
Why remove it? All other config entries for the other vehicles are accurate, just not the HEMTT. This config entry is very useful for many scripts.
Mar 1 2022
i need help my game freezes when i start it , its just a blackscreen and in the task manager it says no response.
Feb 28 2022
What is the problem? Your rpt (log files) are from several months ago, and there's no error or anything relevant in them.
Feb 27 2022
Please advise me what to do. I have already tried the reinstallation.
Feb 26 2022
In T162211#2261852, @Tenshi wrote:Hello thanks for reporting the issue. Could you upload a Mission or Scenario for the Repro?
This would help a lot, with checking it on our internal version and possible troubleshooting.
Feb 25 2022
Feb 24 2022
Will be fixed. Thanks!
Will be fixed, thanks.
Will be fixed, thank you.
Sorry, seems I have missed one object with the same problem
Please accept these changes:
key | now | change to |
str_a3_cfgvehicles_land_cargo_hq_v1_f0 | Управление военными грузами (зеленое) | Штаб военного склада (зеленый) |
dev build rev148862 has just been released with the fixes from this ticket, seems ↓this↓ change hasn't been committed, please investigate this
key | now << still this name | change to |
str_a3_cfgweapons_arifle_mk20_gl0 | Мк20 EGLM 5,56 мм | Mk20 EGLM 5,56 мм |
Thanks!
Feb 23 2022
So something to add...
...I "resumed" the mission, (Pilgrimage on Altis) and I didn't have smoke. I tossed my smoke grenade as usual, restarted/resumed and of course I had smoke. However!, I had a busted tank at a gas station getting fix by TPW and I noticed that I didn't have any TPW repair sound. The mechanic was there but no repairing sounds. The sounds did come back after I restarted/resumed, just like the smoke fix.
...Now stranger things have happened but I can't imagine TPW would have anything to do with the topic at hand. Who knows.
Hello Georg,
rev. 148862, available on upcoming dev branch.
Hello Nivek,
Hello Nivek,
due to our team not being able to reproduce this issue, we will close this ticket.
It seems to be the "typical Arma case" in which a killed AI ragdolls into an object and then knocking it over.
If you have additional information and/or in the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
due to not being able to reproduce this issue, we will close this ticket.
If you have additional information and/or in the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
due to not being able to reproduce this issue, we will close this ticket.
If you have additional information and/or in the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
due to the fact that we can not apply a separate animation for the case that a person is sitting in a helicopter or have dynamic animations where for example the angle of the gripping would adjust, here we are limited by the fact that the normal hand animation can't be changed.
Thank you for reporting but unfortunately we can't do much about it.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Feb 22 2022
And direction going precisely up/down together with normal up vector just doesn't work.
What if you simply do something like:
if (dir.x == 0 && dir.y == 0) { up = {1,0,0}; }
? Does changing the up manually not fix it?
still happening, mostly when switching seats in vehicle via mousewheel
Laser always has a standard up vector of.. up.
And direction going precisely up/down together with normal up vector just doesn't work.
2 months and not even a look?
Feb 21 2022
would be a great help indeed. VBS has done something similar I think
Feb 20 2022
Feb 19 2022
Not helpful. sorry, I need vanilla repro to be able to track it if there is a problem.
Perhaps this is related and will help
Duplicate of T154293
There has to be some script side filtering anyways, as the event reports changes in knowledge about friendly and enemy units/vehicles. Its not only about enemy targets. Even civilian groups are receiving events about "targets".
So? Friendly units are targets too. I never said "enemies". Plus a simple side check is nothing compared to a config check to detect what the object actually is.
In T161515#2281752, @Leopard20 wrote:You still have to filter them out yourself in SQF, which is relatively slow. You're only thinking of those non vehicle objects, but your filter will still be in effect for actual targets too.
If the EH trigger is pre-filtered you don't have to do anything. The EH will only trigger for actual targets.
As all the non vehicle objects are already detected fully on first sight, they will be only reported once, so even in the current state the performance problem is not as much of an issue as it first seemed.
You still have to filter them out yourself in SQF, which is relatively slow. You're only thinking of those non vehicle objects, but your filter will still be in effect for actual targets too.
If the EH trigger is pre-filtered you don't have to do anything. The EH will only trigger for actual targets.
In T161515#2281724, @dedmen wrote:I'll add a filter that only units/vehicles get detected... though vehicles is hard 😓 as houses are also vehicles.
If so, and if you add this EH to multiple groups, and each EH fires multiple times for irrelevant objects, a lot of performance will be wasted for these objects.