Hopefully some Dev can take a look on this.
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May 10 2016
Did you check the back seat? :)
Upvoted
:D i did but there were none. maybe theyre in my head. i gotta stop smoking that ish
This should be under Health System, not Game Physics. Also to make the title a little more clear maybe change it to "Standing behind jet engine does not affect player".
+1
Upvoted...
Nearly ALL of the ambient sounds are non positional and locked inside the players head.
When you rotate the whole world rotates with you :-z
The same for RPG/NLAW/Titan and related systems backblasts.
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.
Standing in front of engine inlet should cause a death aswell. You can be sucked into engine and turbine inside will chop you just like a carrot :-)
Same thing with helo's rear rotor.
seems fixed in latest dev
@Fank your example has very little to do with this ticket. Map placed buildings are streamed, this is why setting variable on them is unreliable. I think this is mentioned onwiki somewhere too.
Edit...yeah, look at setvariable page on wiki, there is a note about it.
Wow, I was searching for mistake in my script, and now I see it was a bug afterall...
This seems to also happen on mission start during init phase (time = 0)
- spawn {
waitUntil {time > 0}; //<- to make sure we passed init
obj = createVehicle ["C_Offroad_01_F", position player, [], 0, "NONE"];
obj setvariable ["myvar","test",true];
publicVariable "obj";
};
This of course is a workaround, real fix is needed.
This looks like a multiple cause problem.
The variable doesnt broadcast if time == 0
If var is assigned immediately it does broadcast but when object changes locality the variable stops broadcasting, unless it was not assigned immediately.
So in order for variable to broadcast reliably
it cannot be assigned during init (time == 0)
it cannot be assigned to object immediately after object creation
Please fix this already this is embarrassing!
Todays update "Fixed: Problem with setVariable command sending empty value"
Does not fix this issue.
It's very easy reproduceable:
use
setVariable ["test123", true];
on every building in the map for example Altis
and create a addaction that will only show if the variable test123 on the cursorTarget exist.
And ull see it will work sometimes.
Doesn't matter if vehicle is created on the client or server
Primary issue of this problem is: 17240.
I trying using script on server:
while{true}do{
publicvariable "obj";
sleep 1;
};
- this not resolve trouble.
You're right, I was assigning variable manually and it worked. The problem seems to do with the assignment in the same frame. I have made ticket explaining this better http://feedback.arma3.com/view.php?id=17240
in short, this works every time:
- spawn {
obj = createVehicle ["C_Offroad_01_F", position player, [], 0, "NONE"];
sleep 0.1;
obj setvariable ["myvar","test",true];
publicVariable "obj";
}
UP UP решите проблему!
Same thing. Pls fix this as soon as possible! We can't complete the mission until u fix this bug. Tnx in advance!
Updated description and added attache
Same problem!
After some testing the problem seems to have been improved, but not so much completely fixed. Some fires still have very large range. Will update with more information as testing continues.
obj variable will obviously be "undefined" when you reconnect. You have to broadcast it if you want to have its value on reconnect:
obj = "C_Offroad_01_F" createVehicle (position player);
publicVariable "obj";
variable "obj" can be replaced on cursortarget or using publicvariable "obj"; - but this not resolve trouble.
There was a fix for http://feedback.arma3.com/view.php?id=17190 in exe rev. 115141 which is already on Steam dev and it should also fix this
Can you please check if this is still happening? Thank you.
thats about how far, if not farther i'd stay away from a burning tank with flames that big - that screen shot shows flames 15-18 feet tall. thats a big fire in real life.
-maybe i could suggest a heat-wave effect for the players screen when they get in that radius, but prior to damage
In my team we are playing with 1 revive (no re-spawn)so dying like that is very boring.
Yesterday 1 guy was dead near a car in fire (5 M) and a medic come to him to revive him but the medic was killed by the fire at 5 M but nothing alert him that its to hot.
in real life you know that it's to hot before dying.
There is this nice HUD flame effect when you're close to a fire, but it regularly seems to glitch when playing MP. No feedback, just instant death. Might be related to the building damage wave bug.
Resolved - fixed.
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.
Thanks for the rapid fix.
This bug should be fixed in next dev branch update (today). We are really sorry for any inconvenience caused by this issue.
This is greatly affecting the Breaking Point and Arma 3 in general. Please add urgency to this issue. Thanks!
This is slightly offtopic, but how exactly is this bug affecting Breaking Point?
Ya this has broken TacBF and Breaking Point. I can't believe it was a known issue in Dev Branch and BI decides to push it out to stable branch anyway. Not good.
same here, upvoted
How did an already reported bug get into the stable branch from the dev branch?
This bug has broken our mod. I certainly hope there is a hot-fix for this soon.
Up-voting.
It seems actions added via addAction are also not working, making it unusable.
However, actions added via class UserActions {}, do work.
It is not just soldier. There is a toilet box on Stratis that is inside bounding box of near building. It always returns the building when pointing at the toilet.
Upvoted
Still broken, now on stable. This issue breaks everything that relies on cursorTarget inside and near buildings and must be fixed ASAP.
Example 1:
http://cloud-3.steampowered.com/ugc/3334093094596418401/B7E852D6D7F76A0528CA2CF76B6482C64DA9E776/
Looking at ground weaopn holder with weapon, I have inventory actions but cursor target still reports "Inn garden"
http://cloud-2.steampowered.com/ugc/3334093094596433616/04D032E96F1810137D84283D6718D9813FEEEEE9/
Looking bit higher, now cursor target is ground weapon holder as it should have been in both cases
Example 2:
http://cloud-4.steampowered.com/ugc/3334093094596472141/AAF16AEFFF24B821F5EC0ED0A9124FE3E8E52692/
Looking through 3 objects: Laptop, Camping table and Garden Inn. Cursor target reports Garden Inn, laptop functions are inaccesible.
http://cloud-3.steampowered.com/ugc/3334093094596486445/21F0C7D4FFB380D598FA83608CFAF51827E08D45/
Now there is nothing but laptop in line of sight, cursor target reports it properly
This has caused a medical revive script in use since Alpha to no longer be functional within buildings.
Upvoted.
That's intentional.
can confirm this as still happening.
You buy white smoke grenade you get 2 of em.
You clear inventory
Yo buy 1 white smoke and 1 red smoke:
you get 2 white and 2 reds
you buy 1 white smoke, a red smoke and a IR grenade, a chemlight, one of each magazine.
You get 2 white smokes, 2 red smokes, 2 chemlight, 1 IR grenade, 1 of each magazines.
Note: This bug report is still valid
So this is what had me very confused the other day. Yeah, can also confirm it still happens.
I can confirm, what a funny bug.
It seems if you run addmagazine command for the first time it works as intended, any subsequent use adds +1 mag. Just do this, so you have time open inventory and see it happening in front of your eyes :)
- spawn {
sleep 3;
player removeMagazines "Chemlight_blue";
sleep 3;
player addMagazines ["Chemlight_blue", 3];
};
1st time it adds 3 lights and then always 4, it is like there is a buffer or something that doesn't get cleared.
Same here. Happens when the addMagazine command is run for the first time. Relates to chemlights and smokes.
I unable to reproduce it anymore.
Hi Killzone - sorry to be so vague, mate. I think I added a repro since your last post (I try and do that now!). I've tried your set up as above and cannot keep the unit in a crouching position. They crouch to begin with and then decide to stand up. This only occurs if an enemy is nearby. The trouble is, this issue is not consistent. I've had times when the command works perfectly, and other times when it has failed miserably. I'm not running any mods and I'm using the Dev build. Cheers for your help,
Can you make a simple mission, 2 units and instructions on what to do to break it instead?
I'll see if I can replicate what's happening from a larger mission I'm making and then upload it :)
OK! I've isolated the problem. It seems that an enemy tank is causing the AI to break their crouching position. I have no idea why, but as soon as I got rid of it - the problem vanished.
I've made a video recording of the issue but it won't upload. I can email it to anyone interested.
Can confirm - AI won't remain in position.
This ticket is useless without a repro, any repro. I tried again with today's build. This time made bob crouch:
bob setUnitPos "Middle";
Bob died like a hero not leaving his position crouching under fire. Does my set up work for you at least?
Certainly can't keep units in crouching or prone position.
Still not working - no mods running - nothing. Sometimes it works. Sometimes it doesn't. Usually when the unit open fires it will ignore the command...
I managed to sort it by disabling FSM - I think I've been getting some strange results, as units are post-ambientanimcombat... not sure how it's effecting them.