Quitting to the main menu and reverting to the start of the mission seemed to fix it, loading previous saves in the mission had no effect, no idea what caused the problem.
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May 10 2016
I also experienced this on my first playthrough. Only restarting the mission from scratch fixed it.
Hi,
do you have still this issue in version 1.10?
Thank you for more info.
I don't think this issue is resolved at all.
- What is the point of keeping triggers global, why cant they be created similar to createvehiclelocal?
- Why keep dead triggers, those that become server property after client logs off, why keep syncing it with all clients?
- This means it is mission maker job to make sure all dead triggers are deleted, which calls for more clean up scripts, is this really necessary?
I'd like to hear a pro comment, as to what is good about having triggers created globally like this.
Thanks
This is intended behavior and it's consistent with those of other objects, like soldiers or vehicles.
createTrigger is analogous to createVehicle, not createVehicleLocal. It makes sense the trigger is created on every computer including server, but remains local to whoever created it. Once that machine disconnects, locality is naturally passed to the server.
As for trigger statements - one must remember that while trigger is created globally, setTriggerStatements and other trigger commands are local.
Server side triggers is the answer.
This needs to be assigned to japapatramtara
Vote up
Bad ticket, no mention of any difficulty setting. Related to mine, but since the difficulty settings have been changed, closing down this ticket for the favor of #18061.
Confirmed!
Happens every time there's lots of explosions around.
Yeah bro, I feel your pain :)
I have also noticed this.
- warn markers will be added to areas player should not stumble into
Wuh.
OFP's vanilla missions had "kill switches". Try to go to Dourdan or La Trinite in "Ambush".
Stay on target. You have a mission to fulfill. Hiking outside of your AO is not part of that mission.
- in scouting missions the "forbidden" areas will be properly marked
What I love about the Armed Assault series is the tactical possibilities. Not like Battlefield or Call of Duty, where you have to go in the set path. This "Kill switch" should be removed immediately.
AI can pick up the bag, the problem is as soon as the AAF shows up (very soon) the AI enters danger mode which results in them (very slowly) advancing from cover to cover. This would be one case where the ability to set AI to careless would be handy.
Duplicate of 0016888
There's a big difference between a mod/addon and a mission FYI.
Yeah I had the issue still up until yesterday when I went through all my files on my computer and found the error was in the random dependent folders in the "C:\Users\...\Documents\Arma 3" area of my computer. There was a bunch of corrupted files there that I ended up just deleting and then doing a uninstall and reinstall twice and that cleared everything up.
Hi.
Do you have still this issue in version 1.10?
Thank you for more info.
" (0063544)
AD2001 (reporter)
2014-01-18 16:04
Have you tried verifying the game cache? Do you have any missions installed that could be causing the problem?
"
If you would read my description you would see I have stated there that I have already done so and that I have no added missions.
Please only reply with a note if you have something to add to the issue or a solution, I didn't come here to argue over semantics.
Have you tried verifying the game cache? Do you have any missions installed that could be causing the problem?
It says that you haven't added any mods, not missions.
No, only 3 units on map from given class.
If their isnt a problem on dev branch we can wait for the path next week and see what happened.
No problem here on DEV branch. Can you attach a mission?
Problem should be fixed in actual stable version too.
Please close the ticket.
1.43.xxxxx - no longer reproducable! pls close the ticket.
I'm not asking for a full blown radio simulation, although that would be awesome :-)
I'm simply suggesting EQ filters (high & low pass) to make the radio voice audible while inside vehicles and during heavy battles.
I don't think the VoIP in game was ever or will ever be intended to be a full fidelity radio simulation, the very presence of the Global and Side channels would seem to indicate this. There are still some issues with the current implementation in the engine that I'd suspect that they'll need to fix first before even considering expanding it's scope.
TBH, if you want a full simulation of the radio enviroment, ACRE and TFAR are by far the better choice.
EDITED: Correcting spelling errors.
it would be easy when they balance the volume between direct channel and the sound effects but it seems no priority at allI dont get it the game is capable of so much with i guess easy fixes.
All I am suggesting is that they use simple EQ filters for when the voice is being transmitted via radio.
It is extremely basic stuff but would make a massive difference to the ingame radio sound. :-)
Make it like when the (friendly) AI where talking in the campaign,bleeping sounds and a little static in the voices. That's going to be really awesome and WAY more realistic and awesome.
Maybe they should focus on fixing the in-game radio so it doesn't glitch out first. Just a thought.
Please make it sound like Task Force Radio mod. The only thing that should change is that when you press the button to start talking, there should be a bleep sound and when you release the button when done talking to hear a CH sound. Also, the voices to be like talking through a radio not crystal clear like you're talking through a proffessional microphone. Please add these features but don't add the crap side off Task Force Radio(all the different radios and that frequency thing).EVERYTHING should be just the same (group channel, side channel etc.) and only a push-to-talk button but with all the sound effects and features I mentioned above. Please also add if possible (it will make more realistic) the feature that was mentioned by FeralCircus. Let's say that there is a squad and they are talking in group channel, they hear each other through the radio but there is a guy who is not in the squad and he hears just the voice (something like when hearing someone from direct channel). Please add at least the sound effects mentioned above. It will make the game tons of times more awesome!!!
At the moment it is totally impossible to communicate via radio while inside loud vehicles and during heavy battles due to the radio voice not being EQ'd to cut through the noise.
I have tried radio mods and they sound AWESOME but all the messing around, copying files and teamspeak channels makes them not worth using.
Also having to rely on someone else to go through this laborious process just to be able to communicate with them on a realistic level.
The game should just do this anyway by simply filtering frequencies out at least.
The simple ability to clearly hear someone while flying or driving would be great.