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May 10 2016

dymo4 added a comment to T75440: SetTaskState Module not working correctly in MP.

I was trying all day on every way putting those two scripts to mission sqf , and to init and condition of the module it self , and no luck ,
I wish i have not done this mission , i wood do scripting way to set the tasks, but mission is already done :(

http://steamcommunity.com/sharedfiles/filedetails/?id=225868155

This is my mission maybe somebody can help me fix it as i really done lots of work for our clan [VETERANI.PL]

May 10 2016, 7:36 AM · Arma 3
dymo4 added a comment to T75440: SetTaskState Module not working correctly in MP.

How it is resolved ?

Only dev work but normal version not,
When will be fix in normal version???

And what is that mean " Affected all modules with isGlobal=1 and isTriggerActivated=1. "
Shall i add this as a script somewhere then will work ?
I spend long weeks on my mission and just before we was going to play they update the Game ;(

May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75440: SetTaskState Module not working correctly in MP: Arma 3.
May 10 2016, 7:36 AM · Arma 3
finkrol edited Steps To Reproduce on T75440: SetTaskState Module not working correctly in MP.
May 10 2016, 7:36 AM · Arma 3
Moricky added a comment to T75440: SetTaskState Module not working correctly in MP.

Fixed.

Affected all modules with isGlobal=1 and isTriggerActivated=1.

May 10 2016, 7:36 AM · Arma 3
Fank added a comment to T75439: Combine Rounds left in Mags.

Duplicate of 2638

May 10 2016, 7:36 AM · Arma 3
Unknown Object (User) added a comment to T75439: Combine Rounds left in Mags.

brainwashington, is that spam and an ad to a server?

May 10 2016, 7:36 AM · Arma 3
BrainwashingtonDC added a comment to T75439: Combine Rounds left in Mags.

It was ment as an Information for Arma 3 Players where to test this feature in Combat thats all!

May 10 2016, 7:36 AM · Arma 3
heyvern69 added a comment to T75439: Combine Rounds left in Mags.

Yes, it should be in the game by default. However, there are a million feature requests every day and only a few ARMA 3 programmers. So until then . . .

http://www.armaholic.com/page.php?id=19692

Now, I'm going back to my regularly scheduled complaining about missing features like the ability to tow vehicles, the need for better airplane flight models, helicopter landing gear that's pilot controllable, and adding physics based fast ropes and/or sling ropes to helicopters!

May 10 2016, 7:36 AM · Arma 3
Unknown Object (User) added a comment to T75439: Combine Rounds left in Mags.

agree

May 10 2016, 7:36 AM · Arma 3
BrainwashingtonDC added a comment to T75439: Combine Rounds left in Mags.

On EUTW CTI Servers thers a script running for combining Mags. Just press STRG+R to have a window where u can drag&drop half empty magazines and combine them. Very nice. Miss it on other Servers. So if u like to test this feature go to the EUTW CTI Servers.

May 10 2016, 7:36 AM · Arma 3
ceeeb added a comment to T75439: Combine Rounds left in Mags.

Duplicate of #2638

May 10 2016, 7:36 AM · Arma 3
machineabuse added a comment to T75439: Combine Rounds left in Mags.

Agreed, this should be a native feature and it should be part of the gear menu.

This was one of ACE's best features and currently is served by Mag Repack by Outlaw. That we don't have this as a native feature in vanilla makes it an annoyance whenever playing a single player mission as saving and loading breaks CBA based mods.

May 10 2016, 7:36 AM · Arma 3
IlluminousOne edited Steps To Reproduce on T75438: Video settings preview differs from ingame video setting.
May 10 2016, 7:36 AM · Arma 3
Bohemia updated subscribers of T75438: Video settings preview differs from ingame video setting.
May 10 2016, 7:36 AM · Arma 3
BrainwashingtonDC edited Steps To Reproduce on T75439: Combine Rounds left in Mags.
May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75439: Combine Rounds left in Mags: Arma 3.
May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75438: Video settings preview differs from ingame video setting: Arma 3.
May 10 2016, 7:36 AM · Arma 3
Fireball added a comment to T75437: H_HelmetB_camo does have armor value 0 & passthrough of 1.

Mass-close of resolved tickets not updated in last two weeks.

May 10 2016, 7:36 AM · Arma 3
wolfenswan edited Steps To Reproduce on T75437: H_HelmetB_camo does have armor value 0 & passthrough of 1.
May 10 2016, 7:36 AM · Arma 3
Solzenicyn added a comment to T75437: H_HelmetB_camo does have armor value 0 & passthrough of 1.

Processed, thanks for nice repro.

May 10 2016, 7:36 AM · Arma 3
Fireball added a comment to T75437: H_HelmetB_camo does have armor value 0 & passthrough of 1.

Fixed according to CL.

May 10 2016, 7:36 AM · Arma 3
Bohemia updated subscribers of T75437: H_HelmetB_camo does have armor value 0 & passthrough of 1.
May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75437: H_HelmetB_camo does have armor value 0 & passthrough of 1: Arma 3.
May 10 2016, 7:36 AM · Arma 3
Fireball added a comment to T75435: Script UNIT sideChat "blablabla" stopped working..

Mass-close of resolved tickets not updated in last two weeks.

May 10 2016, 7:36 AM · Arma 3
tryteyker added a comment to T75436: Unable to move in water with rifle that isn't SDAR.

Not able to reproduce although I'm using Dev build EXE rev. 114607. Exiting in the middle of the ocean in a RHIB / Assault Boat works fine. It takes a second until the character is able to move due to having hopped out of the boat but otherwise I have no issues.

May 10 2016, 7:36 AM · Arma 3
Bohemia updated subscribers of T75436: Unable to move in water with rifle that isn't SDAR.
May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75436: Unable to move in water with rifle that isn't SDAR: Arma 3.
May 10 2016, 7:36 AM · Arma 3
Killzone_Kid added a comment to T75435: Script UNIT sideChat "blablabla" stopped working..

True it's not stated in the BIKI

It is now

May 10 2016, 7:36 AM · Arma 3
tryteyker added a comment to T75435: Script UNIT sideChat "blablabla" stopped working..

Thanks.

May 10 2016, 7:36 AM · Arma 3
Dante edited Steps To Reproduce on T75436: Unable to move in water with rifle that isn't SDAR.
May 10 2016, 7:36 AM · Arma 3
DarkDruid added a comment to T75435: Script UNIT sideChat "blablabla" stopped working..

Closing as fixed. Thanks for help!

May 10 2016, 7:36 AM · Arma 3
tryteyker added a comment to T75435: Script UNIT sideChat "blablabla" stopped working..

Ofcourse it's intended that no chat is working unless you have a radio. SideChat aswell as any other chat besides systemChat is supposed to simulate radio traffic, and as such relies on an actual radio.

At least that's how I understood it. The BIKI articles should have this added in the notes though.

(globalChat may be excluded from this, I'm not too sure, considering it's somewhat of an administrative channel in MP)

To clarify, this has been around since ArmA2 or possibly earlier.

May 10 2016, 7:36 AM · Arma 3
highhead added a comment to T75435: Script UNIT sideChat "blablabla" stopped working..

Im not aware of this, and its not stated in the BIKI. But it makes sense somehow if you refer to the chat as "radio". Also that means, by default civilian players can't use sidechat at all.

May 10 2016, 7:36 AM · Arma 3
tryteyker added a comment to T75435: Script UNIT sideChat "blablabla" stopped working..

True it's not stated in the BIKI. In MP, sideChat is useable by everybody, however, for a unit to be able to use it scriptwise it requires a radio. It's simulated as radio.

May 10 2016, 7:36 AM · Arma 3
cancerouspete added a comment to T75435: Script UNIT sideChat "blablabla" stopped working..

setting it to TRUE ensures its activation regardless

and oddly enough, sideChat and groupChat are not working on my end either, and im running the Dev branch (1.11.114607)

running the commands directly without a trigger through the debug console produced no output either (error or otherwise)

May 10 2016, 7:36 AM · Arma 3
Bohemia updated subscribers of T75435: Script UNIT sideChat "blablabla" stopped working..
May 10 2016, 7:36 AM · Arma 3
highhead added a comment to T75435: Script UNIT sideChat "blablabla" stopped working..

Of course it is replicable. I believe its not intended, that sidechat is only working if you carry a radio?

I also cant seem to find that change documented so i assume its simply a bug.
By the way, you dont need a repro mission. Just place a civilian or drop the radio of any unit (and use sidechat in debug console)

and you also dont need DEV branch, but its also in latest "stable"

May 10 2016, 7:36 AM · Arma 3
tryteyker added a comment to T75435: Script UNIT sideChat "blablabla" stopped working..

Is the unit activating sidechat alive at the time of execution?

May 10 2016, 7:36 AM · Arma 3
tryteyker added a comment to T75435: Script UNIT sideChat "blablabla" stopped working..

You're more than likely doing it wrong. Not able to reproduce following exact steps provided, besides, you are missing the activation which is crucial. TRUE and THIS are the exact same thing if, for instance, you set Activation to BLUFOR.

I was able to execute sideChat aswell as any other chat using Activation BLUFOR aswell as condition THIS/TRUE.

May 10 2016, 7:36 AM · Arma 3
DarkDruid added a comment to T75435: Script UNIT sideChat "blablabla" stopped working..

I am unable to reproduce this. Could you please attach a repro mission? Thanks

May 10 2016, 7:36 AM · Arma 3
InsaneShad0w92 edited Steps To Reproduce on T75434: Rain Textures Missing.
May 10 2016, 7:36 AM · Arma 3
wUFr added a comment to T75434: Rain Textures Missing.
  1. check game data (via steam)
  2. check GPU temperature
May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75435: Script UNIT sideChat "blablabla" stopped working.: Arma 3.
May 10 2016, 7:36 AM · Arma 3
bauerhousebourne edited Steps To Reproduce on T75435: Script UNIT sideChat "blablabla" stopped working..
May 10 2016, 7:36 AM · Arma 3
surelb added a comment to T75433: add shout and screaming?.

This is easily resolved by adding more sound channels to your game options.
There are soldier sounds especially in the 2nd campaign.

But the idea of the your own mic being heard by the enemy is pretty cool idea.

May 10 2016, 7:36 AM · Arma 3
gutsnav added a comment to T75433: add shout and screaming?.

They should only scream (screaming as in "Ahhgh!") when bullets directly hit flesh. What I mean is when they get hit in the arm / leg / chest it is usually more painful than when your body armor stops the bullet. So like when they get hit by a bullet / shrapnel in the helmet or bulletproof vest they should stumble around and be like "ahhhhh $#*%!!" or just be completely out of breath. Pretty much like if you lost a boxing match with a backhoe.

May 10 2016, 7:36 AM · Arma 3
AD2001 added a comment to T75433: add shout and screaming?.

"But the idea of the your own mic being heard by the enemy is pretty cool idea."

Enemies can already hear what you say if they're close enough.

May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75434: Rain Textures Missing: Arma 3.
May 10 2016, 7:36 AM · Arma 3
Conflig added a comment to T75433: add shout and screaming?.

gutsnav: exactly

May 10 2016, 7:36 AM · Arma 3
machineabuse added a comment to T75433: add shout and screaming?.

Agreed with Echo. This is unnecessary and along with having to listen to your character's labored breathing and lip smacking most certainly something that will get old fast.

May 10 2016, 7:36 AM · Arma 3
FeralCircus added a comment to T75433: add shout and screaming?.

I Echo Echo's comment.
Half the time I'm telling my character to shut up lol

But I suppose tab in the sound options wouldn't hurt for the folk who want it :-)

May 10 2016, 7:36 AM · Arma 3
Conflig added a comment to T75433: add shout and screaming?.

Echo: Ok, but when you play single player? you will not probably scream to the microphone :D

"The less noise your character makes, the better." That's true, but in real life isn't it everything ideal.. ;) Of course, it's would be annoying when everybody start screaming when got hit. I think something about 1 of 5 will start scream.

I meant something like that http://www.youtube.com/watch?feature=player_detailpage&v=YZEt6wGFskQ#t=353

May 10 2016, 7:36 AM · Arma 3
Conflig edited Steps To Reproduce on T75433: add shout and screaming?.
May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75433: add shout and screaming?: Arma 3.
May 10 2016, 7:36 AM · Arma 3
Bohemia updated subscribers of T75433: add shout and screaming?.
May 10 2016, 7:36 AM · Arma 3
Echo added a comment to T75433: add shout and screaming?.

I'd rather use the push-to-talk (or ACRE, in my case) and scream/swear/complain myself.

The less noise your character makes, the better.
It makes for good roleplay if you play with friends/a community.
(Not downvoting, just saying).

May 10 2016, 7:36 AM · Arma 3
Bohemia updated subscribers of T75432: Some mods aren't being activated at resuming a savegame.
May 10 2016, 7:36 AM · Arma 3
Belbo edited Steps To Reproduce on T75432: Some mods aren't being activated at resuming a savegame.
May 10 2016, 7:36 AM · Arma 3
Fireball added a comment to T75431: DEEP DARK COLORS!!.

Personal issue of yours, I take?

Try the BI forums: http://forums.bistudio.com and ask for help.

May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75432: Some mods aren't being activated at resuming a savegame: Arma 3.
May 10 2016, 7:36 AM · Arma 3
FOXTHUNDER added a comment to T75431: DEEP DARK COLORS!!.

This 3 Screenshots was during day!

May 10 2016, 7:36 AM · Arma 3
FOXTHUNDER edited Steps To Reproduce on T75431: DEEP DARK COLORS!!.
May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75431: DEEP DARK COLORS!!: Arma 3.
May 10 2016, 7:36 AM · Arma 3
gimble1968 added a comment to T75429: Crash at same point every time.

I have used cheat to continue the series in Adapt.
Tried to repeat mission " Breaking Even" to generate crash-dumps. I had deleted previous files. Sorry.
Mission ended successfully when I replayed mission.

Steam verified Game data as OK.

Thanks again for your efforts...........

May 10 2016, 7:36 AM · Arma 3
Astaroth added a comment to T75430: Crash when enter in a vehicule.

I need crashdump files from this folder C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
Thank you.

May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75430: Crash when enter in a vehicule: Arma 3.
May 10 2016, 7:36 AM · Arma 3
Predator38 edited Steps To Reproduce on T75430: Crash when enter in a vehicule.
May 10 2016, 7:36 AM · Arma 3
sausage56 edited Steps To Reproduce on T75429: Crash at same point every time.
May 10 2016, 7:36 AM · Arma 3
gimble1968 added a comment to T75429: Crash at same point every time.

As requested.

https://dl.dropboxusercontent.com/u/42788880/Arma%203.rar

PLease post note when file downloaded and file will be removed.

Thank you for your efforts.

May 10 2016, 7:36 AM · Arma 3
Astaroth added a comment to T75429: Crash at same point every time.

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.

May 10 2016, 7:36 AM · Arma 3
Astaroth added a comment to T75429: Crash at same point every time.

I have it.
No crashdumps in package, .rpt files only. Crashdump file is .rpt + .bidmp + .mdmp file with same name.
Could you please try verify integrity of game cache
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
It looks, that you have some corrupted data. Let me know, if this help you. Thank you.

May 10 2016, 7:36 AM · Arma 3
RedPerkele added a comment to T75429: Crash at same point every time.

Just adding that I'm having the exact same issue. Other users have also reported this on forums, so I kinda doubt it's a corrupted data issue

May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75429: Crash at same point every time: Arma 3.
May 10 2016, 7:36 AM · Arma 3
Fank added a comment to T75428: Ambient light from muzzle flash when you unmount the suppressor..

Confirmed still not fixed with latest Stable 1.18

May 10 2016, 7:36 AM · Arma 3
RobertHammer added a comment to T75428: Ambient light from muzzle flash when you unmount the suppressor..

this seems to be fixed with new muzzle format in dev atm

please somebody confirm

May 10 2016, 7:36 AM · Arma 3
Fireball added a comment to T75428: Ambient light from muzzle flash when you unmount the suppressor..

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.

May 10 2016, 7:36 AM · Arma 3
RobertHammer added a comment to T75428: Ambient light from muzzle flash when you unmount the suppressor..

Please close this ticket , it was fixed some time ago

for some reason i cant close my own ticket

May 10 2016, 7:36 AM · Arma 3
Bohemia updated subscribers of T75428: Ambient light from muzzle flash when you unmount the suppressor..
May 10 2016, 7:36 AM · Arma 3
RobertHammer added a comment to T75428: Ambient light from muzzle flash when you unmount the suppressor..

Still not fixed - dev EXE rev. 114786

May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75428: Ambient light from muzzle flash when you unmount the suppressor.: Arma 3.
May 10 2016, 7:36 AM · Arma 3
RobertHammer edited Steps To Reproduce on T75428: Ambient light from muzzle flash when you unmount the suppressor..
May 10 2016, 7:36 AM · Arma 3
AgentRev added a comment to T75427: Using deleteVehicle on a Object / Entity Causes a Crash To Desktop..

A game crash is usually global to Arma 3, unless it's extension-related, which is not the case with this issue.

May 10 2016, 7:36 AM · Arma 3
gdscei added a comment to T75427: Using deleteVehicle on a Object / Entity Causes a Crash To Desktop..

If it is only able to be reproduced on BP... is it not a BP problem?

May 10 2016, 7:36 AM · Arma 3
Bamboozled added a comment to T75427: Using deleteVehicle on a Object / Entity Causes a Crash To Desktop..

The only reference I have is in Breaking Point, but these were the steps to recreate it for me;

  • Open the inventory of the object (a dead zombie's backpack in this case).
  • Have the zombie despawn or move out of range (I seem to remember the dead zombie falling through the floor of a tower while I was on the first floor).
  • Application should crash at this point.

That is about as precise as I can get, hope it helps.

May 10 2016, 7:36 AM · Arma 3
Bamboozled added a comment to T75427: Using deleteVehicle on a Object / Entity Causes a Crash To Desktop..

I would imagine that object assets (a zombie model) falling through geometry (a military tower) would be an ARMA III problem, though you may have a point if this is not the case.

I also did not say that it cannot be reproduced in ARMA III, only that this was my frame of reference.

May 10 2016, 7:36 AM · Arma 3
Bamboozled added a comment to T75427: Using deleteVehicle on a Object / Entity Causes a Crash To Desktop..

I had this happen when I was looting a backpack on a zombie and it despawned.

This immediately crashed my game and forced a re-spawn. My guess is due to the combat logging countermeasure.

May 10 2016, 7:36 AM · Arma 3
DarkDruid added a comment to T75427: Using deleteVehicle on a Object / Entity Causes a Crash To Desktop..

I'm unable to reproduce this issue. Could you please provide a repro mission or simple repro steps? Thank you

May 10 2016, 7:36 AM · Arma 3
AgentRev added a comment to T75427: Using deleteVehicle on a Object / Entity Causes a Crash To Desktop..

Just a little note, the crash is specific to when simulation is disabled on the container being deleted.

May 10 2016, 7:36 AM · Arma 3
AgentRev added a comment to T75427: Using deleteVehicle on a Object / Entity Causes a Crash To Desktop..

Disable simulation on the object, open its inventory, and have a delayed script delete it while the inventory is still open.

May 10 2016, 7:36 AM · Arma 3
Linkn added a comment to T75427: Using deleteVehicle on a Object / Entity Causes a Crash To Desktop..

Had the same issue as Bamboozled.

May 10 2016, 7:36 AM · Arma 3
Bohemia updated subscribers of T75427: Using deleteVehicle on a Object / Entity Causes a Crash To Desktop..
May 10 2016, 7:36 AM · Arma 3
Killzone_Kid added a comment to T75427: Using deleteVehicle on a Object / Entity Causes a Crash To Desktop..

Have you got a repro? I tried this with both local and remote WH objects and it only closes the inventory for me after deleting WH. I'm on DEV.

May 10 2016, 7:36 AM · Arma 3
Raph_VR edited Steps To Reproduce on T75426: High Command Module don't work with teamswitch.
May 10 2016, 7:36 AM · Arma 3
Deathlyrage edited Steps To Reproduce on T75427: Using deleteVehicle on a Object / Entity Causes a Crash To Desktop..
May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75427: Using deleteVehicle on a Object / Entity Causes a Crash To Desktop.: Arma 3.
May 10 2016, 7:36 AM · Arma 3
Peter added a comment to T75425: Issues with 'Patrol' missions..

Agree

May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75426: High Command Module don't work with teamswitch: Arma 3.
May 10 2016, 7:36 AM · Arma 3
shredthesky added a comment to T75425: Issues with 'Patrol' missions..

I agree about the empty complex

May 10 2016, 7:36 AM · Arma 3
IlluminousOne added a comment to T75425: Issues with 'Patrol' missions..

+1
" - Have some radio contact between Kerry and the base! This would allow Kerry to ask what tasks need to be done on the field (ask and be told about a random task), and would allow Kerry to radio when approaching an area asking if he needs to look out for anything (instead of automatically knowing about it). Also allow Kerry to phone home via supports when he completes a task, giving the player feedback for his actions."

Very nice idea.

May 10 2016, 7:36 AM · Arma 3