yeah or some mod. Try disableAI "FSM".
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Jun 16 2022
But it works during day, just checked. Try VR and use "#lightreflector" instead as it gives more directional light so you can see boundaries better in daylight. Set it false and it is gone. Set it true and it is back. Dont know what you expect. BTW portable light when placed is on. Use https://community.bistudio.com/wiki/switchLight to turn it on off
awesome 🎉 🎉 🎉 🎉 🎉
Seems like I solved this by accident while implementing a feature request from Kerc :D
Vehicle now changes locality to effective commander if no driver/copilot is present, that fixed this.
If you want support with our games, buy them.
Are you using a wired or bluetooth microphone?
Arma 3 has been known to cause some issues with bluetooth headsets.
What FSM? From BI A3 data?
Jun 15 2022
Are you guys sure it's not due to some FSM?
In some vehicles like hunter and offroad 01, I noticed turret gunner gets out randomly.
In T150204#2326593, @kju-PvPscene wrote:@SaMatra please make a new request - otherwise this will get missed
@SaMatra please make a new request - otherwise this will get missed
Added alt syntax in 149541 https://community.bistudio.com/wiki/allowCrewInImmobile
Jun 14 2022
Facing the issue . If the vehicle is not straight they also disembark.
Thank you for reporting the issue.
We will see what we can do
Would be great if systemTime accepted time offset argument so we can easily display server time. The idea is following: Get how much your time is offset from the server and feed the number of hours as arguments into the command. Yes, you can calculate all that with SQF, but when you need to display timer constantly, this eats a bit of CPU time when it could be handled by the engine very efficiently.
<Array> = systemTime <Number>
Well, lucky you, there was a method in the engine. Added in 149528
Jun 13 2022
Helpful.
Should be fixed in 149513
Jun 12 2022
We don't support running Arma 3 on Playstation.
Thank you for your feedback we will continuiously improve our games and take your feedback into account. Have a nice day.
Jun 11 2022
Bumping as this is still an issue
Still needs a fix
Jun 10 2022
Jun 9 2022
Jun 8 2022
I've probably managed to find the source of this issue, it's the buildings locality of course. Building is destroyed using _building setDamage [1,false];, everything should be ok as it's AG/EG function. @veteran29 helped me with pointing out that every player has his own copy of the building with the same ID. So we thought that when executing damage function on building, the server object is damaged/destroyed and synchronized but player's building wasn't really touched (it's a different object but with the same ID, right?), that's why we have building duplication. Later we've found out that only the destruction doesn't work and remoteExec'ing the setdamage made it work on dedicated (but not in 3den).
Thank you for reporting the issue.
I was able to confirm the issue and we will see what we can do to resolve it.
This uniforms thing causes so many issues still to this day. I whish we could get the same treatment as Reforger for Arma 3 regarding uniforms (Just unlocked for all factions).
Jun 7 2022
With a serial i can secure my remote server. With the calling script hashcode, i can make sure no other script can call my DLL.
thank you for for clarification
Physx objects and corpses are not deleted, they are unfrozen so they fall down with building rubble. non physx objects don’t fall down and there is no good default solution so mission makers could script one for themselves