Yes, it is bug and thank you for reporting. I wanted know, if you need this function for some usage on building, or you only reported it, what you found during scripting.
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May 10 2016
Why do you need use setvelocity on building, may I ask? This command is not for usage on buildings.
Just reporting what I have found and I realize that the intended use is not static objects, yet it could happen and when it does its use produces unexpected results. Engine wise I would say that it is a bug because the killing effect is very similar to that of a moving a thingx object.
Mass-close of resolved tickets not updated in last two weeks.
Nice, confirmed fix.
Fixed in dev
confirmed fixed here as well.
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.
Welcome back!
Fixed on main branch as of 2014-03-05
seems to work fine now...
It seems to be some general inventory issue. Are you reading japapatramtara? Dunno if it has been reported, but if you open inventory and drag weapons to backpack you cannot drag them back to their respective slot. For example add backpack to basic unit as OP suggested
player addbackpack "B_FieldPack_blk";
Open inventory and drag your assault rifle to backpack. Now drag it back. You can't.
hgun_Rook40_snds_F class name suggest that the model has default supressor [snds] so this is likely reason. I don't know if the model of the pistol should change from hgun_Rook40_snds_F to hgun_Rook40_F when you remove suppressor, but it doesnt at the moment. But if this is design decision not to change model I suggest using plain gun and separate suppressor instead.
player addweapon "hgun_Rook40_F";
player addHandgunItem "muzzle_snds_L";
Thanks KK, the plan is actually to use all base weapons. However, the same problem exists for that weapon+attachment. You lose the silencer when moving it to your backpack and back to the handgun slot.
If you move the weapon to the backpack then to the ground no problem, its just the failed move from the backpack to the handgun slot.
sry I was off for the most of January due of a personal reasons. That's why I didn't react.
Anyway this issue should be fixed in DEV. 114805(will be distributed tomorrow).
Mass-close of resolved tickets not updated in last two weeks.
Fixed, will be there in the next update
Not happening any more
Why Intel? this is a GPU Feature not a CPU. And AMD was say, taht nVidia will also be able to use it if they want.
actually Mantle helps CPU intensive Games more than GPU intensive games. Example being what PC Gamer did in their test where they found that if they underclocked a CPU to 2.0GHz, they say upwards of a 25% boost in game performance. Mantle really helps the weaker CPUs with IGPs over the High-end cards.
Bump! We need better AMD support!
maybe the cheapest performance fix for BI in terms of manhours. core engine is a mess to fix.
FFS, at least learn how to spell it properly.
They should do it. I think it would fix alot of performance problems for everyone.
Except for people using Intel and/or Nvidia.
I'd think its a real good idea.
The pictures show really good screen space ambient occlusion,
it doesn't look bad.
Quite obviously, "looking good" and "looking bad" is a matter of taste. I think these halos look horrible. I don't want to disable AO because in most cases it looks fine, but these...
You can clearly see that the tank casts a shadow on the ground.
That is made by SSAO/HDAO.
I know how SSAO/HDAO works. The shadow under the tank is fine. The halo around characters, not so much. The halo follows the camera view, which a shadow would not.
This is the whole point of ambient occlusion.
The point is to produce that black halo (shadows) when the occluder is close enough to a surface. That is the actual goal.
The pictures show really good screen space ambient occlusion, it doesn't look bad.
Here is a screenshot of the ages old Crysis 1 that did SSAO instead of HDAO.
http://upload.wikimedia.org/wikipedia/commons/8/8b/Screen_space_ambient_occlusion.jpg
You can clearly see that the tank casts a shadow on the ground. That is made by SSAO/HDAO.
That's a general problem of the SSAO/HBAO/HDAO.
I experienced these "black auras" in other games too.
can you please provide links to your missions?
Two of my missions keep dissapearing from workshop & they don't show up in search results.
Although I can access them via my personal list of items, this means that they're not publically visible.
They are set to 'public' in the visibility dropdown menu.
Anyone else got this problem or know the cause?
Cheers
Hi Geko
This is quite an old ticket and the workshop has been working fine for a while now and can be marked as 'resolved'
So no problems anymore :-)
Here's a link to one anyway just in case you need to check anything as I have seen other people having problems...
http://steamcommunity.com/sharedfiles/filedetails/?id=230856661
All is good from my end though
Cheers
My mission has suddenly popped up in the Workshop so it looks like this problem may have been fixed :-)
I'll keep an eye on it just in case.
This is an issue with O_Soldier_TL_F (CSAT Team Leader).
respawnMagazines[] = {"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green"
,"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green_mag_Tracer","30Rnd_65x39_caseless_green_mag_Tracer",
"16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","MiniGrenade","MiniGrenade","1Rnd_HE_Grenade_shell",
"1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell",
"1Rnd_HE_Grenade_shell","DefaultREDManAllSignal","1Rnd_Smoke_Grenade_shell","1Rnd_Smoke_Grenade_shell",
"1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","1Rnd_SmokeYellow_Grenade_shell"};
Upload the mission here.
you go in "presentation (in french)" and "combat choppers" : "Learn how to use combat helicopters ..."
For me when something tells you, learn to, looks like a tutorial huh ? ;)
You will use a "MI-48" Wich is a mix between MI-28,MI-24 and a rear of Me-262 :P pretty beatiful by the way.
If you have problems with helicopter controls, start to learn flying in the editor.
If you found you optimal control settings, try yourself with the "tutorials" aka mission/challenge.
You can't handle all the choppers from the beginning.
The Mi-48 has ATGMs and unguided rockets. The ATGMs can lock-on onto vehicles, but the rockets can't. I don't see an issue here.
What tutorial are you talking about? What helicopter is it?
plz guys don't say me i'm a noob :
I flew already on arma II since it's realease, and on a lot of flight simulators, DCS and others..
and i'm a pilot in real life ...
i know how to use Rockets and ATGM don't worry, but thx for tips, could be usefull for some ppl
We are not here to say someone is noob, or this guy is stupid ...
i saw something wich looks strange to me, and i said it, that's all, maybe some of you are real attack choppers pilots, in this case just say it, i think you could be usefull for devs.
I'm also experiencing random crashes in multiplayer, attached two archives (Crash-1.zip+Crash-2.zip), rpt+dmp+dxdiag inside
Are you serious? Did you expect the helicopter controls to be the same as those in Battlefield?
sry dude, but you should know that this kind of helicopter got radar and can easily track and acquire targets, not only by keep them locked ONLY with your eyes...
@k0rd oh my apologies, I was only adding a point to this issues between client/host in helicopter and such. I wasn't really reporting my issue.
can this be linked to the multiplayer issues ticket? (15987)
I observed no camera issues related to this particular issue
@the_Demongod you may want to open a separate ticket to track your issue.
This seems to be an issue with some choppers when they are not local to the player (there may be other necessary conditions, but I only see the bug on non-local choppers)
Helo guys,
we have reproduced this issue and our programming guys will look into it.
Thank you.
I have noticed this as well, but with a mod. the hosting player would have major issues with the camera snapping around and not following the cursor movement. It was a mod, but the problem comes with the non-local player chopper issues.
I have this issue too
Can confirm that this is still present in 1.38
Related to http://feedback.arma3.com/view.php?id=16723
(Same phenomenon but with different distances and no attenuation at all for voice comms when 3D voip is not functioning in the server).