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May 10 2016

Bohemia added a project to T73491: Korean Language didn't supported in arma 3: Arma 3.
May 10 2016, 6:43 AM · Arma 3
SaMatra added a comment to T73489: nearestObjects / nearObjects faulty class filter.

#6783

May 10 2016, 6:43 AM · Arma 3
wallside added a comment to T73489: nearestObjects / nearObjects faulty class filter.

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.

May 10 2016, 6:43 AM · Arma 3
kgino1045 edited Steps To Reproduce on T73490: Weapons firing selection automatically switched after being shot by A.I. In every User mission.
May 10 2016, 6:43 AM · Arma 3
Bohemia added a project to T73490: Weapons firing selection automatically switched after being shot by A.I. In every User mission: Arma 3.
May 10 2016, 6:43 AM · Arma 3
Killzone_Kid added a comment to T73489: nearestObjects / nearObjects faulty class filter.

use
_result set [count _result, _x]

instead of

_result = _result + [_x]

or you will pay with performance on longer array.

May 10 2016, 6:43 AM · Arma 3
wallside added a comment to T73489: nearestObjects / nearObjects faulty class filter.

@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.

May 10 2016, 6:43 AM · Arma 3
SaMatra added a comment to T73489: nearestObjects / nearObjects faulty class filter.

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.).

May 10 2016, 6:43 AM · Arma 3
Bohemia added a comment to T73489: nearestObjects / nearObjects faulty class filter.

I would say this is a relationship bug: #0014990

May 10 2016, 6:43 AM · Arma 3
micovery added a comment to T73489: nearestObjects / nearObjects faulty class filter.

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.

May 10 2016, 6:43 AM · Arma 3
SaMatra added a comment to T73489: nearestObjects / nearObjects faulty class filter.

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.

May 10 2016, 6:43 AM · Arma 3
Astaroth added a comment to T73488: Game crash while playing multiplaer.

Thank you for reporting, but this report is duplicate of http://feedback.arma3.com/view.php?id=15009

May 10 2016, 6:43 AM · Arma 3
Bohemia updated subscribers of T73489: nearestObjects / nearObjects faulty class filter.
May 10 2016, 6:43 AM · Arma 3
wallside edited Steps To Reproduce on T73489: nearestObjects / nearObjects faulty class filter.
May 10 2016, 6:43 AM · Arma 3
Bohemia added a project to T73489: nearestObjects / nearObjects faulty class filter: Arma 3.
May 10 2016, 6:43 AM · Arma 3
AD2001 added a comment to T73487: view distance limit has too much roundness effect.

The Arma 2 thing looks horrible.

May 10 2016, 6:43 AM · Arma 3
Flapjack36 edited Steps To Reproduce on T73488: Game crash while playing multiplaer.
May 10 2016, 6:43 AM · Arma 3
StJimmy added a comment to T73487: view distance limit has too much roundness effect.

Got to say that A2 solution is more ugly for my eyes than A3. A3 looks way more natural.

May 10 2016, 6:43 AM · Arma 3
Bohemia added a project to T73488: Game crash while playing multiplaer: Arma 3.
May 10 2016, 6:43 AM · Arma 3
cyrilator updated subscribers of T73487: view distance limit has too much roundness effect.

@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.

May 10 2016, 6:43 AM · Arma 3
LoneCrow66 added a comment to T73487: view distance limit has too much roundness effect.

The curvature of the earth begins to become visible at about 7 miles distance. But not to that extreme.

May 10 2016, 6:43 AM · Arma 3
ceeeb added a comment to T73487: view distance limit has too much roundness effect.

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

May 10 2016, 6:43 AM · Arma 3
EDcase added a comment to T73487: view distance limit has too much roundness effect.

It just needs more gradual fog fade off so that it does not suddenly become solid.

May 10 2016, 6:43 AM · Arma 3
DarkWanderer added a comment to T73487: view distance limit has too much roundness effect.

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.

May 10 2016, 6:43 AM · Arma 3
cyrilator added a comment to T73487: view distance limit has too much roundness effect.

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.

May 10 2016, 6:43 AM · Arma 3
StJimmy added a comment to T73487: view distance limit has too much roundness effect.

The view distance is a circle. There's no need to change that.

May 10 2016, 6:43 AM · Arma 3
Fireball added a comment to T73487: view distance limit has too much roundness effect.

Strong engine limitation, I guess.

May 10 2016, 6:43 AM · Arma 3
cyrilator added a comment to T73487: view distance limit has too much roundness effect.

@Fireball: i don't think it's an engine limitation, since this effect didn't occured with arma 2.

@HaydenG: the view distance is already maxed up to 12km. the solution would be to change how is displayed this fog, currently it use a curve, while it should use a straight line.

May 10 2016, 6:43 AM · Arma 3
HaydenG added a comment to T73487: view distance limit has too much roundness effect.

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

May 10 2016, 6:43 AM · Arma 3
rogerx added a comment to T73486: Head Tracking is very inferior compared to other games.

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!)

May 10 2016, 6:43 AM · Arma 3
oukej added a comment to T73486: Head Tracking is very inferior compared to other games.

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!

May 10 2016, 6:43 AM · Arma 3
Bohemia updated subscribers of T73487: view distance limit has too much roundness effect.
May 10 2016, 6:43 AM · Arma 3
cyrilator edited Steps To Reproduce on T73487: view distance limit has too much roundness effect.
May 10 2016, 6:43 AM · Arma 3
Bohemia added a project to T73487: view distance limit has too much roundness effect: Arma 3.
May 10 2016, 6:43 AM · Arma 3
machineabuse added a comment to T73486: Head Tracking is very inferior compared to other games.

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.

May 10 2016, 6:43 AM · Arma 3
rogerx added a comment to T73486: Head Tracking is very inferior compared to other games.

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.

May 10 2016, 6:43 AM · Arma 3
dezkit added a comment to T73486: Head Tracking is very inferior compared to other games.

Yep

May 10 2016, 6:43 AM · Arma 3
rogerx added a comment to T73486: Head Tracking is very inferior compared to other games.

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.

May 10 2016, 6:43 AM · Arma 3
Fri13 added a comment to T73486: Head Tracking is very inferior compared to other games.

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.

May 10 2016, 6:43 AM · Arma 3
dezkit added a comment to T73486: Head Tracking is very inferior compared to other games.

any dev gonna check this out?

May 10 2016, 6:43 AM · Arma 3
Bohemia updated subscribers of T73486: Head Tracking is very inferior compared to other games.
May 10 2016, 6:43 AM · Arma 3
dezkit edited Steps To Reproduce on T73486: Head Tracking is very inferior compared to other games.
May 10 2016, 6:43 AM · Arma 3
redstone added a comment to T73485: Range on M2HMG misaligned.

Thanks a lot, should be fixed in the following dev update...

May 10 2016, 6:43 AM · Arma 3
Fireball added a comment to T73485: Range on M2HMG misaligned.

Mass closing resolved issues not updated since November.

May 10 2016, 6:43 AM · Arma 3
Bohemia added a project to T73486: Head Tracking is very inferior compared to other games: Arma 3.
May 10 2016, 6:43 AM · Arma 3
AD2001 added a comment to T73485: Range on M2HMG misaligned.

Confirmed on 1920x1080.

May 10 2016, 6:43 AM · Arma 3
Bohemia updated subscribers of T73483: Beginning a new scenario doesn't reset the title, description and weather..
May 10 2016, 6:43 AM · Arma 3
Bohemia added a project to T73484: In game server name label / in game server info.: Arma 3.
May 10 2016, 6:43 AM · Arma 3
Bohemia updated subscribers of T73484: In game server name label / in game server info..
May 10 2016, 6:43 AM · Arma 3
Bohemia added a project to T73485: Range on M2HMG misaligned: Arma 3.
May 10 2016, 6:43 AM · Arma 3
Xender edited Steps To Reproduce on T73484: In game server name label / in game server info..
May 10 2016, 6:43 AM · Arma 3
simp1yhotmailcouk edited Steps To Reproduce on T73485: Range on M2HMG misaligned.
May 10 2016, 6:43 AM · Arma 3
papyrabbit08 edited Steps To Reproduce on T73483: Beginning a new scenario doesn't reset the title, description and weather..
May 10 2016, 6:43 AM · Arma 3
Bohemia added a project to T73483: Beginning a new scenario doesn't reset the title, description and weather.: Arma 3.
May 10 2016, 6:43 AM · Arma 3
Astaroth added a comment to T73482: ErrorMessage: DirectX 10 is not supported by your adapter.

Glad to hear, thank you for info.

May 10 2016, 6:43 AM · Arma 3
KLATU added a comment to T73482: ErrorMessage: DirectX 10 is not supported by your adapter.

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....

May 10 2016, 6:43 AM · Arma 3
Astaroth added a comment to T73482: ErrorMessage: DirectX 10 is not supported by your adapter.

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.

May 10 2016, 6:43 AM · Arma 3
KLATU added a comment to T73482: ErrorMessage: DirectX 10 is not supported by your adapter.

I played with this games without any problem:

  • DCS A-10
  • DCS K-50
  • Battlefield Bad Company 2
  • Dirt 2
May 10 2016, 6:43 AM · Arma 3
Astaroth added a comment to T73482: ErrorMessage: DirectX 10 is not supported by your adapter.

Did you try start other DirectX 11 games?

May 10 2016, 6:43 AM · Arma 3
Bohemia added a project to T73482: ErrorMessage: DirectX 10 is not supported by your adapter: Arma 3.
May 10 2016, 6:43 AM · Arma 3
KLATU edited Steps To Reproduce on T73482: ErrorMessage: DirectX 10 is not supported by your adapter.
May 10 2016, 6:43 AM · Arma 3
Bohemia added a project to T73481: Lights showing through cockpit: Arma 3.
May 10 2016, 6:43 AM · Arma 3
Wibble199 edited Steps To Reproduce on T73481: Lights showing through cockpit.
May 10 2016, 6:43 AM · Arma 3
ChrisJSY added a comment to T73480: Shooting with other input creates exploitable recoil reduction.

disregard.

May 10 2016, 6:43 AM · Arma 3
Bohemia updated subscribers of T73481: Lights showing through cockpit.
May 10 2016, 6:43 AM · Arma 3
Bohemia added a project to T73480: Shooting with other input creates exploitable recoil reduction: Arma 3.
May 10 2016, 6:43 AM · Arma 3
MadDogX added a comment to T73479: Windows Office building visual glitch.

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.

May 10 2016, 6:43 AM · Arma 3
ChrisJSY edited Steps To Reproduce on T73480: Shooting with other input creates exploitable recoil reduction.
May 10 2016, 6:43 AM · Arma 3
Robbert edited Steps To Reproduce on T73479: Windows Office building visual glitch.
May 10 2016, 6:43 AM · Arma 3
Almara added a comment to T73479: Windows Office building visual glitch.

Fixed long time before v1.18.xxxx.

May 10 2016, 6:43 AM · Arma 3
Bohemia added a project to T73479: Windows Office building visual glitch: Arma 3.
May 10 2016, 6:43 AM · Arma 3
Fireball added a comment to T73478: [FIXED] 100% Reproducible MP game crash [now with video].

Mass-closing resolved issues not updated in 10 days.

May 10 2016, 6:43 AM · Arma 3
Killzone_Kid added a comment to T73478: [FIXED] 100% Reproducible MP game crash [now with video].

fixed in today's build

May 10 2016, 6:43 AM · Arma 3
Killzone_Kid added a comment to T73478: [FIXED] 100% Reproducible MP game crash [now with video].

I will upload sample mission tonight

May 10 2016, 6:43 AM · Arma 3
Killzone_Kid added a comment to T73478: [FIXED] 100% Reproducible MP game crash [now with video].

@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

May 10 2016, 6:43 AM · Arma 3
Astaroth added a comment to T73478: [FIXED] 100% Reproducible MP game crash [now with video].

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

May 10 2016, 6:43 AM · Arma 3
Killzone_Kid added a comment to T73478: [FIXED] 100% Reproducible MP game crash [now with video].

video added

May 10 2016, 6:43 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T73478: [FIXED] 100% Reproducible MP game crash [now with video].
May 10 2016, 6:43 AM · Arma 3
Bohemia added a project to T73478: [FIXED] 100% Reproducible MP game crash [now with video]: Arma 3.
May 10 2016, 6:43 AM · Arma 3
Astaroth added a comment to T73477: Game freezes in the server browser screen / after 20 mins of playing..

Thank you for reporting, but this report is duplicate of http://feedback.arma3.com/view.php?id=15009

May 10 2016, 6:43 AM · Arma 3
Burke edited Steps To Reproduce on T73477: Game freezes in the server browser screen / after 20 mins of playing..
May 10 2016, 6:43 AM · Arma 3
Bohemia added a project to T73477: Game freezes in the server browser screen / after 20 mins of playing.: Arma 3.
May 10 2016, 6:43 AM · Arma 3
Koala added a comment to T73475: Bring back improved Mouse Control for driving from A2:OA 1.62.

@Variable: The OFP mouse steering was the best. You had the possibility to steplessly direct your vehicle.

May 10 2016, 6:43 AM · Arma 3
Variable added a comment to T73475: Bring back improved Mouse Control for driving from A2:OA 1.62.

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

May 10 2016, 6:43 AM · Arma 3
Burke added a comment to T73476: Game freezes in the server browser screen / after 20 mins of playing..

duplicate for 0015118

May 10 2016, 6:43 AM · Arma 3
Burke edited Steps To Reproduce on T73476: Game freezes in the server browser screen / after 20 mins of playing..
May 10 2016, 6:43 AM · Arma 3
Bohemia added a project to T73476: Game freezes in the server browser screen / after 20 mins of playing.: Arma 3.
May 10 2016, 6:43 AM · Arma 3
Bohemia added a project to T73475: Bring back improved Mouse Control for driving from A2:OA 1.62: Arma 3.
May 10 2016, 6:43 AM · Arma 3
Gekkibi updated subscribers of T73474: Implement a global command for setobjecttexture.

@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...

May 10 2016, 6:43 AM · Arma 3
Bohemia updated subscribers of T73475: Bring back improved Mouse Control for driving from A2:OA 1.62.
May 10 2016, 6:43 AM · Arma 3
Bohemia added a comment to T73474: Implement a global command for setobjecttexture.

Any suggestions?

May 10 2016, 6:43 AM · Arma 3
danil-ch edited Steps To Reproduce on T73475: Bring back improved Mouse Control for driving from A2:OA 1.62.
May 10 2016, 6:43 AM · Arma 3
Bohemia added a comment to T73474: Implement a global command for setobjecttexture.

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.

May 10 2016, 6:43 AM · Arma 3
Killzone_Kid added a comment to T73474: Implement a global command for setobjecttexture.

+1 setObjectTextureGlobal, yeah would be handy.

May 10 2016, 6:43 AM · Arma 3
Bohemia added a comment to T73474: Implement a global command for setobjecttexture.

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

May 10 2016, 6:43 AM · Arma 3
Gekkibi added a comment to T73474: Implement a global command for setobjecttexture.

Not needed, because this can be scripted (or by using MP function) extremely easily.

May 10 2016, 6:43 AM · Arma 3
TutSi added a comment to T73473: Sound of falling bodies is missing.

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

May 10 2016, 6:42 AM · Arma 3
danil-ch added a comment to T73473: Sound of falling bodies is missing.

Video added
Comparison with A2
http://www.youtube.com/watch?v=GLt6eO7RfKI

May 10 2016, 6:42 AM · Arma 3
danil-ch added a comment to T73473: Sound of falling bodies is missing.

@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. :(

May 10 2016, 6:42 AM · Arma 3
Bohemia added a project to T73474: Implement a global command for setobjecttexture: Arma 3.
May 10 2016, 6:42 AM · Arma 3