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May 11 2022
That is actually also pretty bad. This is the delta from ambientTemperature, for LIT surfaces.
What this -2 says is that a white surface in full bright sunlight, cools down to below ambient temperature!
A white object in bright sunlight will be 2 degrees below ambient, that seems very much wrong.
Just like in normal version, either launch preview in multiplayer from eden or start dedicated server
In T164620#2306268, @BIS_fnc_KK wrote:Turning should be improved in next update (hopefully)
May 10 2022
Turning should be improved in next update (hopefully)
May 9 2022
May 8 2022
In T163286#2304604, @pcc wrote:Setting both objectDistanceLimitCoef and viewDistanceLimitCoef to -1 eliminated the issue me.
hey everyone, so i just got Arma 3 and i set up a sector control map on Porto, however the vehicles i have set to respawn upon destruction respawn as empty, was wondering if there is a fix for this. I see the previous issues with it, but wanted to know if im not doing something correctly or if im missing something.
May 7 2022
Hey!
Canfirm fix for Incoming missile warnings, but same issue for Eden notifications, check repro:
Seeking your immediate support
May 6 2022
In T164620#2304529, @BIS_fnc_KK wrote:Sure, but wait for the next update
May 5 2022
I would love to see this overload implemented
Apologies for not clearly stating what I expected or wanted to happen. I got so wrapped up in describing the problem.
Having trouble understanding what desired outcome is.
Instead of being bright and then adjusting down.
It should already be adjusted down when it turns on? So that it isn't "too bright" for a short time?
May 4 2022
In T163286#2304604, @pcc wrote:Setting both objectDistanceLimitCoef and viewDistanceLimitCoef to -1 eliminated the issue me. AI combat performance with missiles also improved a lot.
Those distance limits on sensors penalizes players based on their distance settings.
May 3 2022
Or use visitor id of the building (assuming the map is done and won’t be recompiled. still think the junk position is safer in the long run
you can use building position and store in hashmap as a key maybe in mission namespace and owner as value, so would be fast to pull owner based on position
Cheers mate!
Setting both objectDistanceLimitCoef and viewDistanceLimitCoef to -1 eliminated the issue me. AI combat performance with missiles also improved a lot.
Additionally tested laser weapons with setup written below. I will point out that i for now can't check test below on moving target.
AH-9 with DAGR and Scalpel + pilot with NATO Terminal under player control 1000m to Marshal sideways engine off. Remote Designator same side as AH-9 from Marshall but only 200m away from it. Result - While laser pointer in ObjectViewDistance missile can lock onto target, after distance to laser pointer become > ObjectViewDistance (by moving helicopter backwards) target is still locked, it looks like because of "track" in vehicle memory, after track timer expires lock is lost indicated by fully expanded and doted lock diamond, which eventually disappears. Interestingly if i will not move helicopter and only change ObjectviewDistance in video settings "track" part could continue for more than 10-15 seconds, don't know why.
This can probably be closed.
@dedmen, I'm not sure if you're actually working on this or not, but it still happens to me on the rare occasion. Though, since I've built a new PC with an NVMe M.2 it happens far less. My friend who has Arma installed on a mechanical hard drive still experiences it quite often, apparently he has like a 98% chance of it happening if he alt-tabs while the game is loading past the splash screens.
May 2 2022
allObjects rev 149294
Im going to assign this to myself so that I wont forget, but no promises
Sure, but wait for the next update
In T117338#2289606, @BIS_fnc_KK wrote:This is not a bug, map objects are streamed, basically deleted and created so there is no guarantee the variable set on these objects would exist let alone sync over network
As a missionmaker, you can use the disableRandomization parameter in description.ext to disable this feature as desired: https://community.bistudio.com/wiki/Description.ext#disableRandomization
Hello sorry to hear your having trouble with this feature.
The idea behind it is that its easier for players to place down multiple of the same units without them all looking like "clones" of each other.
Hello please follow these steps to report the crash:
https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
That way we can see what might be going on
Hello please follow these steps to report the crash:
https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
That way we can see what might be going on
Dependency walker says "VCOMP120.dll" is missing.
https://www.microsoft.com/en-us/download/details.aspx?id=40784
install this (Steam should've installed it automatically when you installed Arma)
In T164620#2304150, @BIS_fnc_KK wrote:Rewritten to work with Arma 3, should be available in the next dev, please test properly in SP and MP https://community.bistudio.com/wiki/BIS_fnc_scriptedMove
Answering your question, KK. You can see airbourne targets in viewDistance while they in air, only when they land they start to obey objectViewDistance.
Also i would add to my NLAW test. I also changed other parametrs to be able to lock onto helicopters and planes in both visual sensor test and radar sensor test.
Additionally vanilla Titan AA MANPAD affected to this bug without any modifications. Planes affected if stripped of any sensor that can "datalink" to missile.
In conclusion most cases where this bug severly affects my community are in MANPADS use, both vanilla and modded.
May 1 2022
How can you see helicopter when object view distance is less than distance to helicopter?
Should be fixed in next update
It looks like only Ammo sensors are affected, but all of them. For that i tested modified NLAW in which i changed visual sensor to radar sensor.
But if sensor is a part of a vehicle no problems accured. Such type of sensor can also support other sensors of vehicle. To test this i used Gepard AA. With radar disabled it's titan missiles are affected by that bug. But if you enable vehicle radar, it now will lock target with it's sensor until you disable radar after which titan will track target for a 1-2 seconds while target's "track" is still in radar memory. As soon as "track" disappears Titan missile looses it's lock.
Rewritten to work with Arma 3, should be available in the next dev, please test properly in SP and MP https://community.bistudio.com/wiki/BIS_fnc_scriptedMove
Apr 30 2022
Apr 29 2022
Hey BIS!