I got it:
Link the GenericRadioMessage(GRM) to a Headquarters Entity, and then let the GRM be activated by a trigger, now link the GRM to the unit it shall be broadcasted to.
Enjoy.
I got it:
Link the GenericRadioMessage(GRM) to a Headquarters Entity, and then let the GRM be activated by a trigger, now link the GRM to the unit it shall be broadcasted to.
Enjoy.
Confirmed!
Doubled ticket. #0015053 is the ticket to go to.
Where did you put this:
fnc_objecttexture = {
_unit = _this select 0;
_texture = _this select 1;
_unit setObjectTexture _texture;
};
and did you put this:
<myplayerobject>,[0,"<pathtosometexture>","fnc_objecttexture",nil,false] spawn BIS_fnc_MP;
in the init.sqf?
I've tried the above in the init.sqf and still no luck. That said, perhaps I'm putting the first script in the wrong place. How did you set it up? I put it into its own .sqf, was that wrong?
I've also tried putting both in the init.sqf - that didn't work either. I wonder if I only see the underwear effect on Single player?
I don't understand why everyone is in their underwear. This could only happen if you remove their uniforms. Do you remove their uniforms? Because setObjectTexture 0 is applied to the uniform and if there is none nothing would happen.
instead of
[[S1,0,"Images\SAS_Uniform_01.paa"],"fnc_objecttexture",nil,false] spawn BIS_fnc_MP;
try
S1,[0,"Images\SAS_Uniform_01.paa","fnc_objecttexture",nil,false] spawn BIS_fnc_MP;
_this select 1 in your example is 0 but should be [0,"Images\SAS_Uniform_01.paa"]
I know right! Not removing uniforms. Strangely enough, it was working just fine before BI's fixathon. Now I don't know what to do.
Hi Killzone, no joy I'm afraid.
Worked for me.
I set up
fnc_objecttexture = {
_unit = _this select 0;
_texture = _this select 1;
_unit setObjectTexture _texture;
};
on my client and executed
<myplayerobject>,[0,"<pathtosometexture>","fnc_objecttexture",nil,false] spawn BIS_fnc_MP;
on the server and it changed uniform texture on my player
Just wondering if something's been changed that hasn't been listed in the changelog? Or if there's something in the changelog that would effect this and I've missed it?
If possible, or if anyone has the time, can someone confirm this post?
Does anyone know of a way to get the setobjecttexture command working on uniforms in single AND multiplayer? I'm quite sure it's not working since the fixathon. I've tried everything I can think of.
"-maxMem=<System RAM up to 4096> -maxVRAM=<Video card memory>"
"-maxMem=4096 -maxVRAM=2048"
If look around you can find posts about other options such as '-cpuCount=<# of logical CPUs in the system>' or '-exThreads=7' to specify how the game uses the hardware and startup options; but my system seems to hyperthread and run across all processors just fine without any further options. Also, you'll see people who claim putting in more than 4Gig of system RAM (if you have it) will help, but I haven't witnessed a difference. This option wouldn't override the OS limits anyway. I'm a network guy, not a PC guy so I could be wrong.
In the interest of "full disclosure" my game did lock up after about 45 minutes the first game I played after updating the post. At that point, I took the options out before my reboot. I locked up twice within the first hour without them. Put them back in and didn't lock up until I shut things down 3 hours later.
If I lock-up again, I'm going to reduce one of the options by 256bytes and see if that makes a difference. Of course, I will need to do some actual work at some point too.
Thank you for reporting, but this report is duplicate of http://feedback.arma3.com/view.php?id=15009
Last night I specified my video memory using the -maxVRAM=2048 attribute. I also dropped my max memory value to just use 4Gig with the -maxMem=4096 attribute. Strangely, I have not crashed since. Several servers I have been on have crashed, but I have not crashed locally. I'm hoping it's not luck.
Netmangler can you please give me a step by step instructions how to do this? I would also try and report back
exactly the same here but crashes earlier, 5-20min
yes, bullets have a lifetime.
that lifetime is too short in my opinion.
to fully simulate the whole way a bullet is going for every bullet in the game is probably impossible.
plus there would be a way for trolls to lag or crash a server by shooting a lot of bullets into the air at an angle which makes them fly as long as possible. and that way bullets can travel huge distances, so more and more bullets need to be processed by the server ..
and the mod may be the reason for disturbing physics as the in usual game everything is just working fine, it's just that the bullets will disappear after a few seconds if they're not impacting somewhere.
A lifetime, exactly, thanks!
That's the word I was looking for :)
I guess we all know that CPUs utilization will just badly affect the game performances if there was a way to simulate the whole bullets ballistics. I can imagine the result with 50 bullets flying from everywhere.
Mass-closing all resolved issues not updated in the last month.
Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.
Yes I have found It isn't a multiplayer issue it is an issue with the scuba showcase.
@boabynixon could be specifics of KotH
Resolving as no bug
im having the same issues now , it will lock onto some aircraft on KOTH but not others. I have the lock on selected to T by default but no matter how long I target and press T the damn thing wont lock on. neither would any lock on weapons (I tried the tigris long range missiles but they wouldn't lock either).
Are you sure you used the right key?
Can't reproduce - both dev and stable build. Locks normally.
Have you recently changed your settings to default? Try T key.
Thank you for reporting, but this report is duplicate of http://feedback.arma3.com/view.php?id=15009
I tested this with all the vehicles. And both the gunner optics azimuth and the radar compass (displays 000) on all vehicles stopped working with the latest patch.
Confirm on my machine (Windows 7 64bit) with 1.02.110.424.
We need dxdiag and files from this folder for solve your problem. C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When package will be smaller than 2,097k, so you can attach here. When package will be bigger, please use some free sharing service and post link here. Thank you.
Mass closing resolved issues not updated since November.
This link is the folder and the dxdiag text.
http://www.4shared.com/rar/NgTKlbcy/Arma_3.html
I hope this will help :( The game crashed me yesterday 2 times in less then 1 hour ...I can't play anymore with this error.
If can I help with something else,tell me.
Thanks for your help.
Three of our guys were killed today by a target 2 metres behind us. Eventually someone else in our team took the target out. None of us heard his shots.
We've had this before in other missions where AI are dynamically created (Invade & Annex, War Storm, Occupation etc), AI shots are sometimes silent.
We're all on stable build at the moment. Hopefully the dev build that fixes this will be put onto the stable pretty soon!
Yeah its fixed in the dev build, we just need it patched into the stable build now. :)
Excellent!
I Will be waiting patiently to test this in stable.
Sounds good that its been addressed in the dev build though.
I'd say three weeks max.
Its amazing that more people are not jumping on this because its a massive problem which ruins Co-Op games. The bug is still present in the current build of the game.
Isn't this resolved in dev?
Just about to test it however the more important question is, if it is resolved how long is it going to take to appear in the stable version?
Error still present in 1.04.111668 or Is it 111888 or 111666
New bug.... fix the fonts so 6 and 8 look different on small interface with 1920x1080 :)
I notice this got assigned Please let me know if you need any more info or a repo mission.
Repo added.
It is just a player on stratis and 4 groups of enemy AI (editor placed).
just let them shoot you and watch them use the bug ammo after they reload.
remember that the MG gunners take ages before they reload
O yer turn down your sound before ya test that repo
4x8 infantry all shooting next to you at once is quite loud :)
And as a note the editor and script placed ai both have this bug.
Please provide repro mission.
For posterity, here is video evidence from a mission that was using the MCC sandbox mission creator: http://www.youtube.com/watch?v=E7Nolp6pja4
Have personally experienced this issue several times on a dedicated server. Got my vote!
I need to find a good repro, but I'm pretty sure we've experienced this with not only AI, but players as well.
Also noticed that if you kill an AI using the none existent bullets.
Then take the gun, his gun has zero bullets even if he has just reloaded.
An AI NOT shooting the none existent "silent" bullets when killed will have a number of bullets in the gun.
same here, nice spotting
good spotting bl1p
Same issue here. Very frustrating. Having the AI set to a "human-like" accuracy, you'll notice that after a longer firefight you may only hear the impacts around you and you have a really bad time finding the shooter. Especially at longer distances.
Please BIS, fix this as soon as possible. :)
Same as previous two comments, need's to be addressed!!
Have experienced this bug in multiple missions that make use of scripted AI spawn system.
Tested as above and can confirm it happens on our mission too... this needs urgent attention.
This is BIS's way of optimizing things.