Why not release the objects, buildings and vegetation as MLOD like before?
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
May 10 2016
for some time it's used distance to which the sound is propagated, it's in meters and it's last parameter, if it's not defined, it is derived (autocalculation)
To change the default behavior is likely to cause issues with many missions out there.
Like others have suggested the new behavior should be an option settable in the description.ext.
It should be fixed in DZ SA.
The hint text in the field manual says double click. So the text needs to be updated there.
Probably was more Vavle's problem with steam master server
The point is the default behavior should not have been changed, but introduced as an option..
Probably depends on waiting long enough for the dead body to disappear.
centerPosition is for the camera
mapSize (new A3 config parameter for terrains) should allow you to compute the center.
However community modders need to set it themselves.
Hence a SQF command centerWorldPosition or with similar naming would be the way to go.
canLock = 1; is needed for the given weapon
Right now only these two rocket launcher have it:
- missiles_DAR
- rockets_Skyfire
It might be a) a design decision or b) an oversight.
KK he disables all actions in cfgActions. He is talking about 3rd parties adding new actions via addAction.
If the action menu (UI) is hidden, those will not be usable. Instead he wants to integrate new actions, in his custom interaction system.
The CIT also a few good tickets about this.
nope - we cannot modify X number of community made terrains.
even more the author is often not longer around
BI just has to fix the source itself/ensure backwards compatibility
Some thoughts:
- Similar/same as #13769
- It could be hit vs indirectHit damage
- With body penetration now possible in A3, this may cause multiple triggers
The problem is this with WFSideText:
A2:
u:wfsidetext GROUP
u:wfsidetext OBJECT
u:wfsidetext SIDE
A3:
u:wfsidetext GROUP
u:wfsidetext OBJECT
Also missing:
b:ARRAY,LOCATION distance ARRAY,LOCATION
b:OBJECT setvehicleinit STRING
n:processinitcommands
u:clearvehicleinit OBJECT
Changed:
b:OBJECT camsetdir SCALAR (to b:OBJECT camsetdir ARRAY)
WFSideText is certainly very minor, as is distance and camsetdir, yet sVI is fairly complex to replace - so considerable effort.
It can certainly by done for specific projects, but overall it means the missions/campaigns are not usable in A3.
OFP2_ManSkeleton from rpt can be solving by DeRtm and binarizing the rtm again with A3 model.cfg definition of OFP2_ManSkeleton.
OFP2_ManSkeleton from p3d (mostly backpacks and ammo creates) need p3d modification I was told. Old infantry p3d needs to ported to infantry model/skeleton altogether.
you need to set AttenuationEffectType in configs for the vehicle
would be very useful
a good c++ implementation should be easy to grab somewhere
Exp
- Should not fire through foliage (at that skill level at least)
- Should loose some precision of enemy position after stance change
- No instant knowledge of a kill and must be visually confirmed
See also: https://dev-heaven.net/issues/23524
- Clutter/grass should block LOS (1:10+, 3:55+)
- Viewblock of bush buggy? (2:30+)
- AI not affected by getting hit (3:30+)
- AI info share within group needs rework.
See: https://dev-heaven.net/issues/42413 and related tickets(!)
For view block:
https://dev-heaven.net/issues/39946 and related
And perceived position stuff:
https://dev-heaven.net/issues/18956
Good work Nesquick :D
Related: https://dev-heaven.net/issues/63083
My suggestion would be to upload your profile and all the crash files.
See: http://feedback.arma3.com/how-to-user.html.html
Version 1.00.109911
rather old game version (from the rpt)
Doubt it has anything to do with Steam as its been in the game since A2 at least.
It more about something not working fully correct during JIP at the engine side.
Might not be doable currently.
Unless they would enhance UI classes.
That said a better design would be:
- Make the class name a display
- Add a button to copy the class name to clipboard
Fixed. Thanks a lot!
Yeah it is only partially complete. Please reopen.
Still true in 1.04.
These cfgVehicles classes are set scope=2/public.
Something seems wrong with them.
fixed
Latest dev
"I_G_resistanceCommander_F"
ERROR: Switch uniform! Uniform is not supported by soldier
Uniform U_IG_Guerilla1_1 is not allowed for soldier class I_G_resistanceCommander_F
A3_Modules_F_UAV cfgPatches class appears to be removed in latest dev, hence missions/savegames that had that dependency are now broken.
It is still mentioned in PreloadAddons - the list needs urgent updating.
You mean skipBriefingPhase I guess.
nice work :]
@ hladas
This is NOT about content as mentioned very clearly in the first post..
Marek decided to release the A2/OA source models to the community, so that they will handle the needed content updates.
BI needs to fix the few remaining engine issues and provide the necessary documentation. That's all there is to it.
CO lite for A3 is my proposal. You can read more here:
forums.bistudio.com/showthread.php?163435-A-solution-to-the-A2-BI-content-in-A3-and-your-thoughts
seany this is about engine issues, not about content.
Added several clarifications in the description at the top and improved the ticket naming to be more precise.
@ plutoto74
This is NOT about content.
There can NOT be an automated process.
Please read the description again - you make way too many wrong assumptions.
If you don't care about the topic, or don't want BI to spend time on it, simply don't bother with this ticket.
Yet if you do comment, please make sure there you have valid and concrete arguments to back it up.
Sorry - again what you are saying NodUnit is general talk without anything behind it. What you are saying does not apply here.
Same for you plutoto74 - make specific references to the issues listed in the ticket that are required for A3 - in fact none.
Also I am the author of AiA as you still don't seem to have realized it. If BI does not fix those compatibility issues, AiA will remain as it is - aka dead.
While as a general principle that might be true, in our case it is not.
Of course it means some additional work for BI, yet that is the price for backwards compatibility.
@ plutoto74
AllInArma already does provide A2/OA content integration already for the most part.
What is mostly missing is a few remaining engine issues listed above. That's all there is to it.
In regards to OFP - doing this would also make CWR2 available within A3.
@ ceeeb
Sorry to say but your first argument is generic and does not apply at all for A3.
As per comment to plutoto74, this ticket already listed all remaining important issues and the effort to solve them is very limited.
Backwards compatibility does NOT mean nor relate to upgrade A2/OA content to A3 standards! It is simply about being able to use it without (much adjustment) but have it basically working. Upgrading A2/OA BI content is a completely different topic.
Fixing the above mentioned issues does not bring negative performance impacts, nor do they require a lot of effort.
plutoto74 the idea of the ticket is to express the players interest to see this becoming a priority. Not more, not less.
Given the limited launch content and lack of modding tools, as well as all the other arguments mentioned in the ticket, it is fair to express this.
If you disagree, you simply don't vote for it.
Thankfully a little progress here but still lots to be done.
The two commands are a good start, however I cannot see how they will help with constant low client/server fps issues at hand.
Maybe a snapshot while such situation is present, will give some indication at least.
These seems to me to ones most important and required for the issues at hand:
- Add performance profiling (snapshot [DONE], real-time display, number of entities count, network sync relevance)
- Greatly enhance the mpStatistics.log and provide details about the content (scripting induced network traffic logging)
- Performance Metrics
Sadly multiplayer, community missions and performance don't seem to be of importance to BI :(
Isn't this an old time bug - pretty sure we have this high voted in the CIT too. :)
His suggestion is to add the function to have it easily available for everyone.
Suma tried to improve this for A2.
Check the CIT for the tickets and link them in here as they contain good context.
Get rid of the magical radar. Bad for gameplay, not realistic.
You need to attach the crash logs and the mission it happens with.
Overall you are right that the engine does not initialize infantry (skeleton) correctly when the main menu does not play an intro with infantry (due to -skipIntro or intros without infantry).
Faulty four values instead of three:
class Plane_Fighter_03_base_F: Plane_Base_F
class Reflectors class Left color[] = {7000,7500,10000,1}; ambient[] = {100,100,100,0}; ... class Right color[] = {7000,7500,10000,1}; ambient[] = {100,100,100,0}; ...
has no hardLimitStart/hardLimitEnd
class MRAP_03_base_F: Car_F
class Reflectors class Left ... class Attenuation start = 1; constant = 0; linear = 0; quadratic = 0.25;
Seems also outdated:
class C_Boat_Civil_04_F: FloatingStructure_F
class Reflectors class Middle color[] = {0.8,0.8,1,1}; ambient[] = {0.07,0.07,0.07,1}; position = "svetlo"; direction = "svetlo konec"; hitpoint = "svetlo"; selection = "svetlo"; size = 1;
Updated to 1.0 state.
Aside from SDV_01_base_F only base classes are still affected.
it is said not be a scripting (command) problem, yet the model's are missing the flag definition (or its an engine problem altogether)
Sorry not possible.
50 players on the server, all kinds of vehicles, weapons, scripts etc.
Sorry not possible.
50 players on the server, all kinds of vehicles, weapons, scripts etc.
still in 0.72
Cannot load sound 'a3\sounds_f\weapons\mines\electron_activate_mine_1.wav'
Cannot load sound 'a3\sounds_f\weapons\mines\electron_trigger_1.wav'
Error: Failed to open file a3\sounds_f\weapons\mines\electron_activate_mine_1.wav
Error: Failed to open file a3\sounds_f\weapons\mines\electron_trigger_1.wav
A few more:
Cannot load sound 'a3\sounds_f\vehicles\armor\noises\get_in_out.wss'
Cannot load sound 'a3\ui_f\data\sound\mouse3.wss'
Cannot load sound 'a3\ui_f\data\sound\new1.wss'
seems to be fixed
in today's dev branch changelog:
Added: arma3diag.exe (includes diagnostic tools, excludes MP)
dxdiag was already attached in most prior reports.. attached again
i have a custom profiles folder, so you need to tell what configuration you need
you should up the file limit finally, it doesnt even accept 2 MB as suggested. hence why i upload the logs to my ftp..
it was a random crash. no repro available