Revision: 151232
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Dec 18 2023
Dec 17 2023
connection is local so you can have multiple players connected to the same uav but only 2 can be pilot and gunner, the rest are good to receive video feed and take controls once freed
push.
In T171357#2544976, @BIS_fnc_KK wrote:how do you see this? there could be many players connected but the connection is processed locally so all you can do is check if a particular player is connected to uav where player is local
There is isUAVConnected that checks it and it works in multiplayer, remote units get true when somebody is connected, isn't there a link from UAV to whoever is connected to it? Thought it is technically possible to have several players connected through a bug, then this command won't tell the full picture. Is there any other list in the game that could help with this, apart from iterating through every unit? Add an event handler that fires when somebody connects and disconnects their terminal so such list can be tracked by script perhaps?
how do you see this? there could be many players connected but the connection is processed locally so all you can do is check if a particular player is connected to uav where player is local
We disabled BattleEye for one day and 2 out of 2 players online that day didn't encounter the 3 FPS bug that day.
In T171357#2481618, @BIS_fnc_KK wrote:
- is done in T171207
Ticket can be closed as resolved.
Dec 16 2023
This is not related to this ticket, so please next time create a ticket per issue even if it looks like the same issue, as it creates a bit of a mess on our end. Fixed in Revision: 151230
In T133265#2544378, @TRAGER wrote:dev rev. 151218
after fix (this issue appeared in the new dev branch update) I cannot return state of building from 'Destroyed' back to 'Undamaged' until editor restart
Dec 15 2023
The option is insignificant at first glance, but it makes shooting at long distances much more convenient.
It would be very cool if the SOG developers added it in an update.
^_^
Dec 14 2023
dev rev. 151218
after fix (this issue appeared in the new dev branch update) I cannot return state of building from 'Destroyed' back to 'Undamaged' until editor restart
Dec 13 2023
Tested, works great now!
Dec 12 2023
Revision: 151227 also event handler
Should be improved in Revision: 151219
Dec 11 2023
Revision: 151218
Its a UI thing..
Very interesting find, thank you!
Seems like I forget to mention I was basing myself on the wiki of the event handler.
Hello, the event handler was indeed named in a confusing fashion; the wiki has been fixed to reflect the returned behaviour.
also there is behaviour and combat mode - two different things but the naming isnt used consistently: https://community.bistudio.com/wiki/behaviour
might be the wiki linking the wrong one from here: CombatModeChanged: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#CombatModeChanged
did you check via sqf commands after a slight delay yet? it could be the EH triggers before the combat mode change happens
Dec 10 2023
Dec 9 2023
Please help love y'all
Semi-related ticket: T177724
This also happens in RHS, when you fire HEDP grenade ammo rhsusf_40mm_HEDP (shotShell), it has submunitionAmmo = "rhs_ammo_40mmHEDP_penetrator"; (shotBullet) which is also duplicated. It does damage only on one client but effects are multiplied by number of clients (lots of craters and thick smoke deleting all smokes from the scene due to hitting cloudlets limit).
Dec 8 2023
Also, please don’t ignore the second part of the problem, I see no one wants to discuss this.
It's not being ignored. It's the same problem and can be fixed as part of the same change. When the Logic Entity is assigned to the correct side, the icon will simply not appear at all.
@NikkoJT thank you for clarification
The blue icon does not belong to the character. The blue icon belongs to an invisible virtual Logic Entity. The virtual Logic Entity is created by BIS_fnc_ambientAnim for technical reasons. The function has a mistake, which causes the virtual Logic Entity to be a BLUFOR unit, instead of belonging to the Virtual side.
I didn't understand much of what you said. In your screenshot, I also see red units with blue icons.
A red soldier should not have a blue icon.
Also, the icon of an animated character should not remain after the death or exit from the animation of this animated character.
Can't it be fixed?
Please don't re-create duplicated tickets.
Yes its missing some parts, but its still fundamentally the same thing.
You can post a comment on the old ticket, but not really needed as duplicate tickets are linked and will be seen when the ticket is processed.
Related to T151698
the AI-animated character ([this,"WATCH","FULL"] call BIS_fnc_ambientAnimCombat;) icon does not match the color of the faction.
Incorrect. It does match.
Next week dev branch
Seems to be fixed in Win11
I followed the instructions in the guide and I can't start the game when battle eyes is active.
Hey there,
Dec 7 2023
Does it actually spawn multiple smoke effects then? visible for all players?
3 times the exact same crash.
But I cannot explain how that happens...
Does it actually spawn multiple smoke effects then? visible for all players?