Revision: 151236
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Dec 19 2023
Revision: 151235 addWeaponTurret, addWeaponCargo, addWeaponCargoGlobal, addWeaponWithAttachmentsCargo, addWeaponWithAttachmentsCargoGlobal
Revision: 151234 addBackpackCargo, AddBackpackCargoGlobal
Dec 18 2023
Revision: 151233 addMagazineCargo, addMagazineCargoGlobal, addMagazineAmmoCargo, addMagazineTurret, addMagazine, addMagazineGlobal, addMagazines
Could youtry this with the latest dev?
Dec 17 2023
Revision: 151232
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
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
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
Dec 15 2023
Dec 12 2023
Revision: 151227 also event handler
Should be improved in Revision: 151219
Dec 11 2023
Revision: 151218
Dec 9 2023
Dec 4 2023
Dec 1 2023
next dev hopefully
Should be fixed in next dev hopefully
Revision: 151176
should be fixed maybe in next dev
Nov 30 2023
In T126837#2194376, @Asaayu wrote:Unrelated to the setUnconscious command here is a 100% reproducible ragdoll desync situation using only two players and a helicopter.
Player 1 starts the helicopter and stays landed on the ground,
Player 2 runs into the anti-torque blade on the back of the helicopter,
Player 2 will see themselves still alive and running around,
Player 1 will see player 2 as dead and ragdolling around when the get into and out of vehicles.ragdoll_desync.VR.zip1 KBDownload
Any chance to have visual examples?
Nov 27 2023
a better solution in Revision: 151167
Nov 21 2023
No, nothing to do with setUnconcious, this is because player is killed by the rotor only on one client
Nov 20 2023
Nov 19 2023
Nov 18 2023
Revision: 151158 added optional param to simulate speed of sound
Revision: 151157
since Revision: 151156 both EHs will return current track position and total length
Nov 17 2023
Nov 16 2023
Nov 12 2023
looks like the parameter exists, it is called
Nov 11 2023
Should be fixed in Revision: 151148
Nov 10 2023
tested with setdamagejip_repro.Stratis, the mission is so old it had to be converted. Everything works on my end.
I'm very confused. The ontimer and before destroy already have _this with position https://community.bistudio.com/wiki/ParticleArray. Please provide more info and repro example
are you saying this tweak is not working? https://feedback.bistudio.com/T151354
- should be fixed in Revision: 151146
Yes, I removed -autoinit from server start params and now am able to reproduce it
So the 1st client has to be the one that starts dedicated server? My dedicated starts on its own so every player joining is JIP. Do you think this is why I can’t repro?
Nov 9 2023
I have tried your mission, I started dedicated server with it, then joined it with one client, all houses were destroyed. What am I doing wrong? Have you tried this on the latest dev? Maybe the fix that I did to the 1. fixed the 2. as well? Please report back
Should be fixed in Revision: 151144
Nov 7 2023
Please test from Revision: 151133
the 1. shhould be fixed in Revision: 151132
the 2. Need to test investigate
Nov 6 2023
Nov 5 2023
gotcha