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.
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.
My bad, didnt search properly enough for a post like this. Seems like its already been fixed!
The model i'm using is this:
\A3\Characters_F_Beta\INDEP\ia_officer.p3d
And here is the mod i'm using (but i'm pretty sure it happens with any texture):
http://www.armaholic.com/page.php?id=24087
It only happens with the AAF officer uniform jacket, the standard combat uniform works fine.
Here's the config bit i'm using if it's of any help:
class Cha_Rus_Soldier_DF_base: O_Soldier_base_F
{
scope = 1; displayName = "Rifleman"; author = "Chairborne"; nakedUniform = "U_BasicBody"; identityTypes[] = {"LanguageGRE_F","Head_Greek","G_HAF_default"}; faceType = "Man_A3"; uniformClass = "Cha_Rus_DigiFlora"; faction = "Cha_Rus"; vehicleClass = "Cha_Rus_Inf_DigiFlora"; model = "\A3\Characters_F_Beta\INDEP\ia_officer.p3d"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"\Cha\Cha_Rus\data\Cha_Rus_Uniform_DigiFlora_co.paa","\Cha\Cha_Rus\data\Cha_Rus_DigiFlora_co.paa"};
};
I'm uploading my arma3profile now.
I uploaded my profile in the compressed folder.
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.
Appears to be working correctly now, thanks.
Hello,
I could not reproduce the problem with the officer. Could you please attach a simple repro mission and post your visual settings?
Thank you
You won't get help with such less information about your problem, because nobody knows, what kind of graphics card you have.
Hello,
I cannot reproduce the problem. Can you please provide info about your resolution and interface settings?
Thank you very much!
Hello, it is rather difficult for us to analyse crashdumps with mods enabled. WOuld it be possible to disable them?
Hello,
thank you for your report and files. It seems that your problem is that DirectX crashes. This may be from various reasons, such as outdated DirectX, outdated drivers, overclocked CPU or GPU [by manufacturer or user] and many more.
Sadly, there is nothing that can be done from our site. I linked this problem to bug number #0000579, where you can read useful tips in comments.
Sorry for the inconvenience, have a nice day.
Hello,
thank you for you report. We are aware of the issue and fix is on the way.
Have a nice day!
Hello,
thank you for reporting the problem. However, it is necessary that the crash is reproducible without any mods enabled. Is that possible?
I'm pretty sure with no mods there wouldn't be an issues since ud have everyone complaining if it was happening with vanilla. So i dont the issue is with vanilla however I don't have the tools to debug your crash dumps so I was hoping u could atleast give me a place to start or wat was sent that caused the servers to crash.
Good news! Becoming a developer seems to help ;-)
More seriously, there are some behaviors coming with the fact a player returns to lobby then plays back. It seems difficult to identify that for playing some script.
If I'm right, player becomes a JIP (if he wasn't) but neither initPlayerLocal nor onPlayerRespawn are run.
Is there a simple way to identify a player's come back? Thanks
Some update to map markers today, any chance to fix duplication described in this ticket?
Fixed in today's DEV
The marker id only changes when user leaves server, if he drops to the lobby and back id is the same
It should be added that addItem is not sufficient, as the radio will just be put in the uniform of the unit. You have to link the radio to him so that it gets in the radio slot.
unit linkItem "itemRadio";
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.
No problem, adding now the radios for civs that are about to speak and working very nice. Thanks for letting me know, failed to see the issue was caused by that. :)
Great to hear, thanks :)
Heym, unfortunately we are here limited by engine. The only possible solution was to broadcast the messages via radio, so if you add a radio to a civilian unit, it sends the messages as it should.
Hey, it has been assigned, thanks for the report.
Any news on this? Would be early Xmas present to have civilians speaking again. ;)
Worked still great in summer. Does the sound source have some big offset or something like that?
The issue also in 1.30RC.
Any update on this? :) Would be nice to hear civs talking again. Or is there some alternative that would make it work (to have both lips and sounds working - say3d and say commands dont play lip files).
Added simple repro mission of the issue. Just press 0-0-1 and 0-0-2 in preview to see that no sounds leave the civilian even the same kbaddtopic/kbtell is used for both soldier and civilian.
Voted. Immersionbreaking issue, should be fixed ASAP in my opinion
The same bug also in 1.26RC.
Hello,
thank you for the report, we applied a fix, it should be distributed soon on Steam Dev version.
Have a nice day!
Wow! Great work.
Many thanks to you and all the team, I'm loving the game!
I think this should be closed now after the Nexus update rolled out.
Yes this was solved a whle ago. But now the recovery with heavy load out is way too quick compared to a light load out.
It sorta makes sense.
In real life If I want to recover from fatigue after a long hike I am gonna drop my ruck next to me while I get a tiny bit of rest.
Something else to note would be, if it takes about 4 minutes to go from 100% to 99%, then logically it would take at the very least 6 hours to go from 100% to 0% fatigue.
Well, since it seems that this issue's been solved I suppose that this ticket is obsolete now.
I actually agree, stamania recovery should be the same, or if anything, just slightly slower with full load.
The aiming animation until the last update is terrible with all infantry weapons. Very unrealistic, that in prone position you cant aim stable. Maybe the new fatigue system cause this thing, but in a shooter this is one of the most important things, how to handle weapons. This issue absolutly destroy the game experience, and frustrate all players. I suggest to Bohemia Studio to study the aiming system in Red Orchestra II wich is very realistic and playable.
Ticket title changed.
This is obviously a mistake
trg20 should weight the same as mk20 and the mk18 same as rahim
Also, the PCML being lighter than the Mk18 seems a bit strange to me. The Mk18's real-life counterpart (M14 EBR) weighs about 5 kg, while the PCML's counterpart (NLAW) weighs about 12.5 kg.
A lot of these values are really strange compared to each other. Maybe you (ColonelMolerat) should change the ticket to "Adjust the weight of all weapons" or something like that.
No. It makes sense. The TRG-21 is fairly small and the Mk18 ABR is not only visually larger, but also has twice as a many bullets in a magazine.
the Mk18 is also a thick chunk of metal with a giant match grade barrel, the TRG is a much lighter, sleeker, short barreled gun.
I should point out that I'm not saying that the TRG20 and the MK18 are too heavy/light compared to *each other*, but that they are compared to their *equivalents*. Sorry if that wasn't clear in the original post.
Also, I've not held a real gun, but am just going off how they look/how heavy similar guns are, so feel free to correct me!
In reality the TAR21 is not significantly lighter than the F2000 (the Mk20), yet in game it's 25% lighter. It's carbine in game is as light as the lightest SMG, and the same weight as the heavy pistols.
Likewise, in reality the M14 EBR (Mk18) is well under 1/2 the weight of the Cheytac Intervention (M320 LRR), but in game it's exactly the same.
According to the information you provided, the TRG-20 (the compact version) weighs the same as the Zubr, 4-Five and the PDW2000. I'm not entirely convinced that it should be that way.
Maybe we could get a command to cancel prone position? Maybe, this allowProne false or something?
I am not telling you that your ticket is a spam. It is simply wrongly defined. That is all.
Generally, all the clutter that is spawning on a ground (I am not talking about actual bushes as objects) on vanilla islands should give you concealment when prone and AI should not see you through it. It gets tricky, though, if a part of your body isn't concealed as AI seem to not get confused by clutter as we, humans, do.
Also, if you give away your position and go prone AI will nevertheless fire on that last known position quite heavily so it looks as if they actually see you while they actually not. If you are on a completely flat ground (try grassy patches on an airfield) and you move away from that position while being in a prone stance, you will find out that AI does not see or track your movement and still fire on the last known position with some amount of dispersion. However, it is often hard to stay alive long enough to actually spot this behaviour so "player EnableDamage False" is necessary to test it properly.
As I said, though, it is possible that some parts of clutter does not represent this concealment properly and you will get spotted (happened to me with ported Arma 2 islands that seems to be bugged in this way in some places).
Also, some clarification from the devs about how clutter actually works would be nice because there is a chance it is just a simple formula based on a terrain type and not on actual clutter and LOS (that would mean that laying on a road would not conceal you even if it was on its edge where high patch of grass is as you would simply be spotted on a certain terrain type that does not provide any concealment in actual numbers).
I will upload a mission where the script is used (the script is not written by me) so you can experiment with it and tell us your observations.
Ahhh that makes sense about the AI being able to automatically tell player from concealment.
I'm interested to see your repro mission.
It would be very useful for the devs to explain to us how the AI sees. We know how we see, and therefore how other humans see. But we don't understand how AI think, making it really hard to judge what is and isn't good concealment and stuff.
I will definitely test your theories and write back.
You should have a private message from me on the forums.
oukej: I think we would be satisfied even if the AI don't use rocks as cover for the first step in this issue.
Demongod, I really appreciate your tone. Very polite and constructive.
I have made an actual testing (that is results in actual numbers) about the grass thing and AI does not see through it. Have you made an exact testing or you just guess it based on your gameplay experience?
Put an exact repro-mission in the ticket. Then we will all see what is it about exactly. You might be right in some particular cases but until you deliver a proof this is just a speculation.
You cannot simply force AI going less prone "and that is it" because it will make them even more stupid and vulnerable. If you want to make them going less prone, you will have to change another parts of their behaviour in order to compensate for that (that is: make them take cover more efficiently, move more cleverly etc. - not very easy task to accomplish).
Also, the example with a Pawnee against AI infantry has nothing to do with AI going prone too much. It is all about AI not moving to cover. It has nothing to do about their stances. It is simply caused by a non-existent or not-triggered part of AI behaviour that would tell them to do so (that is, to move to a cover instead of just being static).
You seem to don't know much how the game works. Make some actual research and then come back because this is just cluttering of feedback tracker with a non-exact impressions about a general gameplay. Not very helpful.
EDIT:
Again, your repro-steps are totally irrelevant to the prone-position problem. You are mixing different problems into one.
You should have created separated tickets. For example: "AI is not taking cover when threaten by an enemy armor", "AI seeing through grass", "AI going prone in CQB too much" and "AI being too static in a combat".
You have to be very careful and precise while describing undesirable AI behaviour because it is a very complicated realm and each misinformation is not helping its development.
What type of grass are you trying this with? I am talking about the little round bushes that are all over the island.
I know you can't just change an "AIproneProbability = 0.7" value in the config or anything, and this ticket was meant not as a very specific fix, it was just to recognize a more general issue with AI behavior (I know BI is constantly working on AI behavior).
I am interested in how you got a number output in terms of the AI seeing you through grass, I would like to try this myself.
Believe me, I know very well how this game works (I have played this game for nearly 1000 hours, playing all sorts of roles), and I hardly think this ticket is "spam" compared to a lot of other tickets on this tracker.
And while I will admit that my field of expertise is centered mainly around aviation and aerial weapon systems, I know enough about AI to know that there is something wrong with a certain behavior.
Hey! Kju is right, I've had it made so.
Thanks for the suggestion. We'll see if we can do something about it.
Repro mission, where the AI goes prone reliably in an urban area (exposing itself, limiting its maneuverability) or somewhere in the open (while there are cover opportunities nearby could help. (sadly, many of the rocks on the map are not usable by the AI due to a mistake done in the earlier development. We are truly sorry about that :( )
It's not "nerfing" the AI behavior.
We're not making them "more stupid," we're merely changing their behavior to make them act more like humans.
Prone is a great stance for long range shooting, but it is inherently vulnerable, because movement is slow. Go play multiplayer, and tell me how often you see people go prone. They don't for two reasons: it makes you a static target, and you can't see shit through the grass (the AI can).
To be honest, going prone in these situations is what is fucking stupid on the AI's part.
Go into the editor. Place an OPFOR rifle squad. Place yourself a little ways away in a Pawnee.
Start strafing the OPFOR with your guns. What do they do? Do they run and hide like people would? No. They lie down in prone, waiting to get shot and die.
I can't understand for the life of me how you can disagree with me about the grass thing.
I can't tell you how many times I have died because an AI lies down in the small lumpy bushes and grass, and headshots me because they can see me, and I can't see them. You obviously haven't played this game very much.
thank you for the note oukej, I have updated the steps to reproduce with a simple example of the issue.