thanks we'll review this and see what can be done.
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Jan 20 2023
dev/prof
It would be great to have everything be in the one system that was purpose built for doing MFD's, rather than having to spilot between two systems. Right now the graphics side (lines, icon textures, etc.) are handled by the new UI system. Everything else, is handled by the MFD system. The framework for the MFD system is neat and tidy and extremely useful for making MFDs. So while the new UI system is nice, it's not as friendly or nice as the MFD system is for drawing all the MFD items. The MFD is excellent at drawing and placing graphics on the screen, drawing lines, and controlling all of that. The UI system by comparison is not. Again, being able to do everything in one system that was purpose built for that task would be amazing, rather than having one for one set of things and the other for another.
legend thank you
This has actually been plaguing the game since the soundupdate years ago that added these features, you can test this with the same pallet example:
- place pallet inside a building like TRAGER did
- preview, go in the building (terrain object), fire a shot -> gun interior sounds play
- go over the pallet and fire -> no interior sounds
@kju-PvPscene
In video? No, it's terrain house
But this will happens and with Eden placed houses too
@TRAGER does Eden placed house work?
Confirm 2D sound is fixed! BUT↓↓↓
navigating on some maps is really hard with the strong headlight so it would be nice to have an option to reduce the brightness a little.
perhaps it is supposed to be this way but navigating is really hard since the lights are so strong.
i like the wide cone of sog vehicles and the long range of lights but i think it is better to drive without headlight on sog maps at night when the weather is clear because i can see better when navigating
_inside = insideBuilding player;
returns "0" if player is on Eden-placed object
↑ related tickets:
https://feedback.bistudio.com/T153970
https://feedback.bistudio.com/T167078
which is just as hard to see through as pitch darkness
Jan 19 2023
Confirmed, the lights are very good at distances around 100m, but anything less than 50m it becomes a fully saturated whiteout which is just as hard to see through as pitch darkness
It is super bright and I can't se the grass in front of the car, navigating is super hard especially if there is any tall grass or obstacles like a rock
Thanks for your report today
Fixed next week dev branch and profiling branch, BUT not in 2.12
Too risky to change AI behaviour here, we'll leave this dev/prof only till 2.14
What a rabbit hole did you sent me into here uff.
There are two problems.
- The sensor takes radarTargetSize into account like you wrote. However that only applies to a signal being sent out, bouncing off an object and then coming back to the sender. Here it should be the pure sending range, we don't care about any bounce back. This had cut the range from 16km down to 12.8km
- Even if any sensor detects a target, if its out of visual range, all sensor results are ignored. This will be the main bug. Even if radar gets through fog and is received by passive sensor, the results are ignored because fog is blocking eyesight of the target.
My Assignment Help is a very helpful website. I have used this website for my Python Tutors help and they have helped me in my project before the deadline.
There is another useful use case for an isDirect flag.
Jan 18 2023
We talked about this in Discord and I'm just summarising it here for posterity.
dev next week
This seems to be ntentional. I don't know why. Someone a long time ago notd "strange issues" when we delete them. So we'll leave it be.
Jan 17 2023
drop [ [(getModelInfo player)#1, 1, 0, 1], "", "SpaceObject", 1, 10, [0, 0, 1.85], [0, 0, 0], 0, 1, 0.785, 0, [1], [[1, 1, 1, 1]], [1], 0, 0, "", "", quad, 0, false, -1, [], [vectorDir quad vectorMultiply -1, vectorUp quad] ];
next dev branch
Hand grenade hit is direct, fall damage isn't. I guess that's right
dev-branch
Jan 16 2023
dev branch this week
Added "direction" source to Weapon, please report if it works, I'm not testing it.
Dev-branch this week
The wiki is wrong, "direction" is only compatible with "Transport" vehicles. The wiki description also says "The orientation of the vehicle", a weapon is not a vehicle.
How it returns a steadily increasing value I don't understand, it shouldn't exist at all.
A towing vehicle doesn't know its towing anyone, and it also could be towing multiple, so there returning one towed vehicle wouldn't make sense.
getTowParent only works on the towed vehicle
in the this config Cfg3DEN >> Group >> AttributeCategories >> Callsign >> expression
replacing _this setGroupID [_value]; to _this setGroupIdGlobal [_value]; would be a great tweak
awesome!
fixed in next dev probably
fixed in next dev probably
fixed in next dev probably
Thank you for requesting the feature.
Due to the current phase of Live Ops development in Arma 3, we cannot commit to any new features,
though we will try to consider them.
Thank you for requesting the feature.
However you might have found a bug instead, we will look into it.
Thank you for requesting the feature.
Due to the current phase of Live Ops development in Arma 3, we cannot commit to any new features,
though we will try to consider them.
Thank you for requesting the feature.
Due to the current phase of Live Ops development in Arma 3, we cannot commit to any new features,
though we will try to consider them.
Hello, could you try these steps?
https://community.bistudio.com/wiki/Arma_3:_Unusual_Process_Exit#0xC0000135_-_STATUS_DLL_NOT_FOUND
Ahh right, in that case it would be best to contact the GeForce Support.
Hello @captaincullen, sorry to hear about your issue.
To be able to check what the cause might be and to fix it you would need access to the "system files".
Maybe GeForce support can help you out?
Jan 15 2023
this problem is more than 2 years old, but no one cares
Jan 14 2023
rev 150215
This issue occurred again on my end. IS there any way to fix it?
Jan 13 2023
created a YT video for repro https://youtu.be/Yyt0fK5wBkg the "2d" tire sound is continuous if these cars reversing
Apparently this problem persists if you are 580 meters from the Strider or 700 meters from the Ifrit
[? related issue type as in T167073 ?]
Jan 12 2023
In my opinion, don't log anything for any command at all, and instead add a new command line arg for that, so only if someone's interested in debugging would get them in log.
Thats what the error says, no points, and the error is correct
The selection does exist, it just doesn't have any points in it.
It's a selection in the model that has no vertices assigned to it, its empty, its invalid.
Thats what the error says, no points, and the error is correct, there are no points and the returned position is also 0,0,0
We will trim whitespace on preset creation, so you cannot create ones that end with whitespace anymore.
And also fix that deletion thing in case you somehow manually create one :D
dev branch next week
Step 3 "restart" launcher is important, if launcher is not restarted after creating the preset, then deleting works fine.
test space preset.preset2 no repro
test space .preset2 repro
Nevermind I thought I fixed it but didn't.
But I cannot reproduce this with JIP
would have been very handy and cheap way to detect i you are in a building :|
Currently experiencing this problem as well.
I'm using Nvidia GeForce Now to run steam to run Arma 3, so I don't have access to system files.
I've tried verifying game files through steam menus, to no avail.
Jan 11 2023
I'll install the latest prof branch and give feedback in 2 days.