That's really odd! I need to investigate this!
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May 10 2016
No disableAI was needed in my case to my surprise.
I just created an opfor unit and called it bob. Usually bob would drop down when I start shooting at him but
bob setUnitPos "UP"
kept him standing till the end.
I'm on dev.
In fact - it doesn't seem to work at all anymore! As soon as the enemy opens fire, they just do whatever they like.
I've tried disableAI "FSM" too - still no joy.
Ok - tried on Dev branch too - AI will start crawling around with SetUnitPos "UP". I've tried disabling "FSM" and a few other things, but I can't sort it...
I've now acquired the dev version, 1.11.115081, and I CAN reproduce it very easily.
Extra info: it does not happen if the player is a diver. There's a different animation when reaching the appropriate depth.
Another video, also showing the inability to move after going up/down: http://youtu.be/lFgmuGUgsxA
I should add that this is reproducible in the editor; the NATO special weapons ammo box, a rifleman and a walk out to sea does the trick. The SDAR appears ready to fire very briefly, but then is holstered as depth increases, and that's when it gets stuck.
I haven't tried dev so will take the above reporter's word for it that it's resolved.
Unable to repro on dev.
good luck finding your keyboard, or your drink oh and don't mix the two together :-s
good luck finding long range targets due to the minecraft quality image.
only joking around :-)
didn't vote... Each to their own.
This is a badly written ticket.
While there is nothing wrong with the spirit of the request it still doesn't excuse it from being a badly written ticket.
Would love an update :D
would love if this is fixed
hi iceman, any idea when this will be resolved?
Hello,
thank you for reporting the problem, it has been assigned to programmers.
Have a nice day.
Fixed: Take action for weapon with magazines around
Unfortunately today's fix ^^^ has nothing to do with this ticket :(
has duplicate http://feedback.arma3.com/view.php?id=18646
More than that "takeDropMagazine" not even documented http://community.bistudio.com/wiki/ArmA:_Actions#TakeDropMagazine.2FTakeDropWeapon
Hi,
in this case is good use some free internet share service and then post link here. (dropbox, mega, rapidshare)
Do you have still this issue? We did lot of fixes in last stable for PhysX.
Thank you for more info.
I can but the files exceed 5,000K :/ so how ?
Hi,
I need minidump files which match with these rpt files. Could you please upload them?
example: minidump has been generated into the file C:\Users\Napalm\AppData\Local\Arma 3\arma3_2014-02-07_16-21-44.mdmp
Thank you.
When i'm looking at a body i always succeed to loot him, even from a distance which is superior at my character's arm. So more than enough for me, maybe issue had been fixed now!!
I can't find the ticket right now, but we can just wait for a moderator to do that.
Where is this reported? Also its not that easy some times as mentioned
Already reported and I don't know why people consider this an issue. Just look at the body instead of the weapon when opening the gear.
Already reported and I don't know why people consider this an issue. Just look at the body instead of the weapon when opening the gear.
The problem is that sometimes you're looking at body, but the game has other opinion. Upvoted until we find the original ticket.
Anyone have further progress with this?
From our tests it still looks to be broken.
This function is really needed on MP! For example, how to perform a grenade throw move without throwing a grenade using playAction or Action? It's the only way to use a kind of custom actions by player to other players on MP.
I wish they would fix these animation issues. Good example of how difficult it is to manage the animationState using playmove, playmovenow, switchmove is to try creating a simple carry / drop sequence - (used by most revive scripts) - and synching these animations in MP - is a major pain and near impossible to get a reliable and decent effect.
I noticed switchMove had some global effect at some point but it was not implemented properly. Maybe it is still experimental?
Exactly. That is the problem. Why cant both commands be global effect? two patches ago this was not an issue. So whatever they did the patch before this last one broke it. Would have been nice if they mentioned this in the changelog.
AFAIK playMove "" doesn't really cancel anything you need switchMove "" and switchMove is local command, i.e the effects are seen only on 1 PC unless you make sure you execute it on every PC.
Rate of fire is limited by the frame rate. In Arma 2 they used a work around by firing several bullets in a single frame, which they aren't using in Arma 3 for some reason.
"correct this"?! Do you honestly think that BI is unaware that the weapons like the mini-gun fires slower than their real life counterparts. This is purely done for optimizations sake.
Optimization due to this is not necessary.
Problems with other weapons, not only Minigun.
Terrain detail is reduced over distance, including its form. Increase terrain detail and view distance to fix.
Isn't this fixed on dev branch?
#0017229 is newer but it has more activity so I'll close this one as a duplicate.
Hmmm, I can't replicate now! It might have something to do with the fact that there were objects around the unit (tables, chairs). I've tried positioning unit in empty room and no problems.
Alright - I'll put something together tonight - units don't move much, but they still move a few paces this way and that.
You really need to supply a mission, it's hard to fix something you can't see happening.
Different combat modes / behaviour modes don't work, forceSpeed 0 doesn't work, doStop doesn't work, and disableAI "MOVE" doesn't work... thank you for suggestions everyone! :)
Have you got a repro mission? I can't make my ai to run away.
Sorry, Killzone, I haven't - it seems to happen in buildings: perhaps the AI don't like where they've spawned or something?
I know! I've literally tried everything I can think of!
Have you tried different combat modes in combination with different behaviour?
http://community.bistudio.com/wiki/setCombatMode
http://community.bistudio.com/wiki/setBehaviour
DisableAI "FSM" / disableAI "TARGET" don't help either.
I'm sure I've tried those KK, but I'll give it a go. I'm also going to test forcespeed 0 too, see if that works!
Hello,
is this issue still valid?
Thank you
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.
I believe this is because your character doesn't "know about" the vehicle. To solve this you can scope in on the vehicle or (as you said) get in and get out.