#6783
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May 10 2016
For everyone suffering from this issue as well, this is my (ugly) current workaround. Note that the array _nonexisting_classes is only an example and still needs to be extended.
-------------
/**
Will return an array of all objects within area of a given class.
This will also find "pseudo-objects" stripped of their class for performance reasons.
Arguments:
0 center of area
1 classname of objects to find
2 radius of area to search in
*/
_center = _this select 0;
_class = _this select 1;
_radius = _this select 2;
//these are classnames which are stripped from pre-placed map objects for some performance reasons:
_nonexisting_classes = [
["Land_Net_Fence_8m_F", "net_fence_8m_f.p3d"],
["Land_Net_FenceD_8m_F", "net_fenced_8m_f.p3d"]
];
_replacement_name = [_nonexisting_classes, _class] call BIS_fnc_getFromPairs;
_result = [];
if(isNil "_replacement_name") then
{
_result = nearestObjects [_center, [_class], _radius];
}
else
{
{
_name = ([str _x, " "] call BIS_fnc_splitString) select 1; if(_name == _replacement_name) then { _result = _result + [_x]; };
} forEach nearestObjects [_center, [], _radius];
};
_result;
I would like to hear any proposals of better solutions.
use
_result set [count _result, _x]
instead of
_result = _result + [_x]
or you will pay with performance on longer array.
@micovery "1 meter is not enough to detect a Land_HBarrier_1_F, even if you are standing next to it. The distance between the player (feet), and the center of the H-Barrier, is about 1.3 meters." The 1m are not relative to the player but to the game logic object and the unfiltered output proves that 1m is enough in this case.
@SaMatra
I also cannot setPos other pre-placed objects which _are_ properly matched by the classname filter.
So if BI thinks this is really necessary for performance sake I would like to ask how I can filter the unfiltered list myself to get all objects sharing a certain p3d file.
Pre-placed map HBarriers are not vehicles, they are just models, like rocks or trees, they are not actually vehicles in that kind that you create with createVehicle, they simply have same model as their vehicle counterparts. Try to get these HBarriers with [] and then call typeOf on them you will see that they return no class (""), meaning that these are objects with very simple simulation, just models (thats why you can't set their position, attach them, etc.).
I would say this is a relationship bug: #0014990
You are right, but there is a problem with your test:
1 meter is not enough to detect a Land_HBarrier_1_F, even if you are standing next to it. The distance between the player (feet), and the center of the H-Barrier, is about 1.3 meters.
Now, on the actual defect... if you manually spawn a Land_HBarrier_1_F, using createVehicle command, it detects it fine. It looks like the issue is only with objects that are part of the map's terrain.
The thing is that pre-placed Land_HBarrier_1_F are not actually vehicles but just "models", you cannot do anything them with (apart from setVectorUp). Before last patch they were vehicles and had classnames, last patch changed all these HBarriers into simple models like it was on Stratis from release.
Thank you for reporting, but this report is duplicate of http://feedback.arma3.com/view.php?id=15009
The Arma 2 thing looks horrible.
Got to say that A2 solution is more ugly for my eyes than A3. A3 looks way more natural.
@Jimmy, the arma 2 picture uploaded has definitely not his view distance pushed to 10km.
so the comparaison isn't fair. i'm gonna upload another one is the same conditions.
we can see that arma 2 had an additional fog effect simulating a flat horizon that attenuated the roundness effect.
The curvature of the earth begins to become visible at about 7 miles distance. But not to that extreme.
The problem is Arma 3 has no horizon. Compare with attached screenshot from Arma 2 OA. The grey horizon wasn't pretty, but it was functional.
Related to closed #7900
It just needs more gradual fog fade off so that it does not suddenly become solid.
As was already pointed above, It's not "earth curvature". It is viewdistance "bubble" (*sphere*) intersecting with sea (*plane*), resulting in a circle being visible (http://www.vias.org/calculus/img/11_partial_differentiation-9.gif). Your "maxed out" 12 km is still very far form real life - where you can get as much as 100km.
there is no "bubble effect" In Real Life, even when it's about fog.
and, once again it's not an engine limitation since this effect wasn't present in arma 2.
it's a bad view distance limit rendering that can be perfectly fixed.
instead of using a curved limit distance, it should use a flatter rendering.
the curve is very visible even when using short view distance, that's a very unaesthetic and unrealistic effect.
The view distance is a circle. There's no need to change that.
Strong engine limitation, I guess.
THAT IS NOT THE HORIZON. that is the View distance bubble around you. if you set the view distance higher it wont be so bad. But eventually the bubble appears when you go up high enough
JeProject: ?
2014.10.09 02:13 - I see your deleted note but you made mention of third person being unrealistic compared to first person view. Although I tend to agree in a sense, I also see it as absurd though trying to say first person view is realistic while only being able to look through a 1x2 foot window! (Unless one is extremely wealthy and can afford to be bathed in computer monitors for playing first person shooters with some sort of degree of realism.) There is a huge loss of viewable information, not to also mention sensation. Playing in third person seems to provide more of a sense of a realistic viewable area. You might also see a trend where younger people likely think third person is cheating, but us older folks are the ones with the experience and easily realize the loss of information of a 1x2 foot window. A very good example; when flying a helicopter, the pilot in first person view has no peripheral vision while third person provides some peripheral vision as well as a sense of balance!
2014.10.10 20:41 UTC: By the way, switching off the TrackIR True View feature does once again allow zooming with head movements. (Thank God!)
Also you can't even zoom in when you are looking side to side.
Please try switching the TrueView off in your TIR settings and see if it helps.
Thanks for the feedback. We are aware of missing or incomplete 6DOF functionality and we're sorry for the inconvenience. Will see if we can do anything about it and will keep you informed!
To those who haven't tried it, check out Feint's Head Range Plus mod, which is representative of head tracking done right. Currently only for aircraft, at some point in the future including ground vehicles.
I personally enjoy the artificial zoom when leaning forward, as it simulates squinting to see further. Something that is lacking when simply leaning forward in some instances, leaning forward lacks providing further details at a distance. Really necessary for flying. Sort of like sticking your noes to the window (or out a window) to see further!
It's also nice to zoom while using any type of magnifying glasses, as you don't have to hit any extra keys, as one usually already has their fingers on five to ten keys already, versus in real life most of those functions are already performed easily (or performed without thinking) by other body functions.
I won't vote either way on this, as I think the main focus of this issue is just basically improving TrackIR feature.
Yep
Just an update here. From my experience, using TrackIR with a flight simulator is fun and easy, including TrackIR is almost essential hardware for a flight simulator unless you have multi-monitors or are handy with a joystick view hat.
For using TrackIR with first person shooter simulations, or within ARMA 3, I've found it best to use TrackIR from within third person view versus first person view. Using third person view gives a better view of the surroundings versus first person view. First person view much seems like looking through a two foot by one foot window all the time, with my face pinned to the monitor to see in the distance. When using TrackIR within 3rd person view, the larger viewing is very similar to the amount of detail seen in real life with two eyes and feels much more realistic! Think exponential here. Can you sincerely see your entire surroundings comfortably through a one foot by two foot window compared to reality? Another way to think of it, cut a one foot by two foot rectangle whole in the side of a box and put it over your head, and this is basically what ARMA 3 (or first person shooters) are trying to simulate within the 3D GL world!
Some things such as being able to look over some walls (although might seem unrealistic to some), makes maneuvering around seem more realistic as in real life it isn't too hard to just simply look over a wall. While within ARMA 3 moving around is troublesome and full of glitches at times. So the odd benefits of looking over a wall while using TrackIR, makes the GL environment seem more realistic and relaxed versus a hack or bug. Put it this way, when using third person view with TrackIR, I'm finally able to track down the enemy and maneuver close to them (either by sound or by visual indicators) without getting shot! When using TrackIR in first person view, this is currently very difficult and uncomfortable, and not really able to make much use of left, right , up or down head motions as it feel like my GL neck is kinked in some odd way.
There is "fake" 6 DOF like in MH/AH-9. But it is buggy and very hard to use as when you finally zoom view (with a key) the game still moves view based un-zoomed levels causing player to tense neck trying to do as small head movements as possible to keep view steady.
Haven't even tried TrackIR in other vehicles than helicopters because it is useless as infantry or less useful in cars.
But they need to fix it so that when a player zooms view, the TrackIR inputs are damped so view doesn't shake and move so radically from every small head movement what isn't visible when not zooming view.
I don't know does the Co-Pilot or others see player character movement in cockpit, but the 3 DOF seem to be limitation to character animations, what is not a problem in simulators as you don't see/look the character animations and there can be 6 DOF thats why.
any dev gonna check this out?
Thanks a lot, should be fixed in the following dev update...
Mass closing resolved issues not updated since November.
Confirmed on 1920x1080.
Glad to hear, thank you for info.
Perfect!!!. I uninstalled AUS Gamer OSD and this has solved the problem. Thank you very much. :)
I could not imagine that the problem was in this SW....
I found in your dxdiag this: DDI Version: 9Ex and it can cause your issue. Do you have graphic card from Asus? https://forums.geforce.com/default/topic/538555/directx-11-and-ddi-9ex-error-solution-for-asus-cards/
Could you try some other game, which is DirectX 11 only? Thank you.
I played with this games without any problem:
- DCS A-10
- DCS K-50
- Battlefield Bad Company 2
- Dirt 2
Did you try start other DirectX 11 games?
disregard.
Mass closing tickets marked as resolved more than 1 month ago.
If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.
Fixed long time before v1.18.xxxx.
Mass-closing resolved issues not updated in 10 days.
fixed in today's build
I will upload sample mission tonight
@Astaroth I've made easy to install package to start local dedi server with MP sandbox. instructions are here: http://killzonekid.com/arma-3-local-dedicated-server/
Alternatively get the mission only from MPmissions folder inside the zip. You have to spawn another unit by script
bob = createGroup west createUnit [typeOf player, position player, [], 0, "none"]
I haven't tested it with another unit being added via editor.
Still freezes the game with todays dev
I tried reproduce it, but nothing happens after press Esc button.
I created simple mp mission with two playable characters and I did all from your instructions on web.
Type: Public
Branch: Stable
Version: 1.02.110424
video added
Thank you for reporting, but this report is duplicate of http://feedback.arma3.com/view.php?id=15009
@Variable: The OFP mouse steering was the best. You had the possibility to steplessly direct your vehicle.
The OFP mouse control was even better. You had the cursor also on veteran setting and it wasn't fixed to the x-y axis. See here:
http://youtu.be/iaIAdHNQocA?t=3m33s
duplicate for 0015118
@scott Ripley
Have you tried using BIS_fnc_MP for example? If you're one of those who think respawn is a great feature in missions ( I don't ;) ) then on respawn you just have to repeat it...
Edit: it seems you have.
Then a tiny script that uses variablespace and every time it changes (read: you respawn) all clients update the skin of that unit. Just an example...
Any suggestions?
I don't like re-spawns either! :p I'm putting[[S1,0,"Images\SAS_Uniform_01.paa"],"fnc_objecttexture",nil,false] spawn BIS_fnc_MP; in the init.sqf. But when I export the mission to SP scenarios, I'm finding everybody is in their underwear. I am also setting the textures in the unit's init lines with this setobjecttexture [0,"Images\SAS_Uniform_01.paa"]. But nevertheless, on the SP screnarios, no custom uniform! If you reckon a script that uses variablespace will sort out the problem I'll give it a go. Any chance you could post a working example though? I'm not a scripter - I've just got lumbered with a load of scripting tasks because our clan's lead scripter left! That said, I still think their might be a glitch with the setobjecttexture command... if I find out otherwise I'll close this thread.
+1 setObjectTextureGlobal, yeah would be handy.
Right, Gekkibi - I'm glad to hear it can be scripted so easily! I've set up loads of threads on different forums (some with 1000+ views) and no-one can tell me how it can be done. I had it working for a while, but since the latest fixathon patch it has stopped working. Here's one of the threads: http://forums.bistudio.com/showthread.php?161633-Setobjecttexture-Not-Visible-on-Multiplayer-for-Clients/page3. Perhaps you can help? I'm not sure if it's a glitch or what, but I can't get it working! Also see: http://feedback.arma3.com/view.php?id=15051. As well: http://forums.bistudio.com/showthread.php?165712-Setobjecttexture-Suddenly-Not-Working
Not needed, because this can be scripted (or by using MP function) extremely easily.
Agree, there is mod for that, its is adding scream sounds as well, cant play without it. Catch:
http://www.armaholic.com/page.php?id=28888
Video added
Comparison with A2
http://www.youtube.com/watch?v=GLt6eO7RfKI
@supercereal4@
It's not an OFP feature. Everything worked just fine in Arma 2.
Apparently sounds are present in game files but they not working for some reason. :(