In T66329#1818531, @Groove_C wrote:Any updates on this?
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Feb 8 2019
Feb 8 2019
MulleDK19 updated the task description for T136801: Load/Get In waypoint sync does not consider gunner seats, thus making most vehicles unable to pick up people.
MulleDK19 added a comment to T66329: Radio protocol: Directions are based on world north instead of group heading.
Feb 5 2019
Feb 5 2019
MulleDK19 updated the task description for T66329: Radio protocol: Directions are based on world north instead of group heading.
Feb 2 2019
Feb 2 2019
This has been fixed.
Jan 29 2019
Jan 29 2019
MulleDK19 added a comment to T127702: Bipod animations are not synchronized in multiplayer after reloading.
This seems to no longer be the case.
MulleDK19 edited Additional Information on T66329: Radio protocol: Directions are based on world north instead of group heading.
MulleDK19 updated the task description for T136524: "Engage" command is not cancelled by "No Target".
Jan 28 2019
Jan 28 2019
MulleDK19 edited Additional Information on T66329: Radio protocol: Directions are based on world north instead of group heading.
This is still an issue. Really annoying... And thunder always plays no matter what.
Jan 27 2019
Jan 27 2019
MulleDK19 added a comment to T66329: Radio protocol: Directions are based on world north instead of group heading.
Repro mission
RadioHeadingBug.VR.zip2 KBDownload
MulleDK19 added a comment to T66329: Radio protocol: Directions are based on world north instead of group heading.
Updated this because I've noticed that it's based on the world north instead of group heading, making it confusing as all hell.
MulleDK19 renamed T66329: Radio protocol: Directions are based on world north instead of group heading from Radio protocol: "Left" and "Back" are reversed to Radio protocol: Directions are based on world north instead of group heading.
Feb 11 2018
Feb 11 2018
MulleDK19 edited Additional Information on T127702: Bipod animations are not synchronized in multiplayer after reloading.
Feb 9 2018
Feb 9 2018
MulleDK19 edited Additional Information on T127692: Skalpel ATGM finds its target without locking on and from any angle.
Feb 6 2018
Feb 6 2018
In T127667#1665515, @Wulf wrote:Testing this on Dev build 1.81.144229:
- No errors occur when placed an A-164 and a A-143
- I am able to drop GPU-12s
- Equiping BL788 CBUs does not trigger anything as well.
Feb 5 2018
Feb 5 2018
In T127667#1665336, @Wulf wrote:Hello.
Thank you for the report. Do the issues still occur in the current version of the DEV branch?
Feb 4 2018
Feb 4 2018
MulleDK19 edited Steps To Reproduce on T127671: Combat mode setting should apply immediately upon mission start, not be ordered.
MulleDK19 edited Steps To Reproduce on T127671: Combat mode setting should apply immediately upon mission start, not be ordered.
MulleDK19 added a comment to T127671: Combat mode setting should apply immediately upon mission start, not be ordered.
Eden_DoNotFire_Bug.VR.zip1 KBDownload
Yea, dev branch is broken right now.
Confirmed. Very annoying.
Jan 29 2018
Jan 29 2018
Jan 19 2018
Jan 19 2018
MulleDK19 renamed T127573: Transform -> Move to formation aligns human units to terrain normal instead of surface normal from Transform -> Move to formation aligns units to terrain normal instead of surface normal to Transform -> Move to formation aligns human units to terrain normal instead of surface normal.
5 years later, the lack of this still makes me weep :'(
MulleDK19 added a comment to T117697: Lack of 'In Formation' option in Eden breaks groups set to 'Set Random Position' and 'Placement Radius'.
This is intentional.
MulleDK19 added a comment to T84302: What happened to "special" (flying, in formation, in cargo, none).
I'd like a separate option for flying in Eden.
Right now the editor just assumes I want the engine on when I put a helicopter in the air. Sometimes I want a helicopter in the air without its engine on.
And it doesn't set it to "flying" until a certain height.
MulleDK19 updated the task description for T127572: Splendid camera does not restore rotation for presets.
Jan 14 2018
Jan 14 2018
MulleDK19 added a comment to T124007: Rotor instantly goes full speed when entering a helicopter with Advanced Flight Model enabled.
This still happens.
Dec 2 2017
Dec 2 2017
Mar 24 2017
Mar 24 2017
MulleDK19 edited Additional Information on T124007: Rotor instantly goes full speed when entering a helicopter with Advanced Flight Model enabled.
Mar 21 2017
Mar 21 2017
MulleDK19 added a comment to T123933: AI controlled Ghost Hawk's fly backwards when carrying sling loaded cargo.
The AI seems to have trouble with cargo in general. Like, the Huron is better at it, but I find it often circling the Cargo a few times then crash full speed into a tree.
MulleDK19 added a comment to T123933: AI controlled Ghost Hawk's fly backwards when carrying sling loaded cargo.
Sure.
MulleDK19 added a comment to T123933: AI controlled Ghost Hawk's fly backwards when carrying sling loaded cargo.
It's when it's given another waypoint. It'll rotate to face it, then slide backwards like in the video.
The mission in the video has 2 waypoints. A "Lift Cargo" on the car, and then a "Drop Cargo" where the helicopter spawned.
Mar 20 2017
Mar 20 2017
I think this can be closed?
Mar 17 2017
Mar 17 2017
This needs to be reopened, it is NOT a str problem. All getPos commands, except getPosVisual are extremely imprecise, and have a resolution of 10+cm (anywhere).
Mar 15 2017
Mar 15 2017
Mar 14 2017
Mar 14 2017
MulleDK19 edited Additional Information on T123733: Cargo becomes un-detachable on dedicated servers if setSlingLoad is called from multiple machines.
Jun 23 2016
Jun 23 2016
Still killing immersion 3 years later...
Jun 17 2016
Jun 17 2016
MulleDK19 updated the task description for T86326: Server browser cannot see listen servers after "Play in Multiplayer" in Eden Editor (Dev only).
This seems to be working fine in the current build (Tested on APEX preview, 1.62.136802).
MulleDK19 added a comment to T86353: Pressing/releasing shift should change between rotating and moving on the fly.
It'd be nice if this was given priority. It makes me want to go back to the 2D editor every time I work with Eden.
May 10 2016
May 10 2016
MulleDK19 added a comment to T86361: unit special field: "none" shoud be different than "in formation".
That's by design.
Special none does not change group formation, it simply makes units not spawn in the formation on mission start. You'll have to command them to stop.
MulleDK19 edited Additional Information on T86353: Pressing/releasing shift should change between rotating and moving on the fly.
MulleDK19 edited Steps To Reproduce on T86326: Server browser cannot see listen servers after "Play in Multiplayer" in Eden Editor (Dev only).
Confirmed.
MulleDK19 added a comment to T81341: "Too many virtual memory blocks requested" Every single time i try to complete the mission..
How much RAM do you have?
Like I said, the game produces no crash dump, it simply closes.
EDIT: I haven't encountered this problem today.
Binoculars don't speed up movement, they slow it down. Being unarmed is fastest, equipping binoculars makes it slower.
What they should do is http://feedback.arma3.com/view.php?id=21070
You can't eject. For some reason, BIS thinks it's realistic that pilots can't eject. Always been like this in ARMA 3.
@TakeHomeTheCup: Don't even get me started on 1 unit.
If you have millions of lines everywhere, you're doing it wrong.
And it's just as easy distinguishing the leader in a two man group. You always put the leader in front.
Seriously, I think you're the only one who's ever had an issue with this.
Eh? The leader is the unit who has all the lines pointed at him.
Have you verified that you haven't just turned down the music volume in options?
My computer is dead, so I have no way of verifying this atm.
MulleDK19 edited Steps To Reproduce on T80157: setObjectViewDistance does not render significant objects on clients.
This seems to have been fixed.
Tested on 1.41.129399 Dev.
Bullets penetrate just fine...
@micovery: "Sets how much ammunition (compared to a full state defined by the vehicle type) the vehicle has.".
It sets how many percents of the 'full' state of the vehicle.
setVehicleAmmo 0.5 sets the amount of ammo to 50% of the full state as defined by the vehicle type.
MulleDK19 edited Steps To Reproduce on T79665: Please add an option to disable Vortex Ring State simulation.
This is not a forum.
Don't think dead units should be able to perform actions. But moveOut should work.
MulleDK19 added a comment to T79627: Please add the possibility to exchange the Taru's modules ingame.
I was thinking the same. Wish there were more variants for BLUFOR as well.
BLUFOR has 2, OPFOR has 8.
MulleDK19 added a comment to T79621: Dev Branch - Can't get access as a pilot, a co-pilot or a loadmaster in the new choppers (CH-67 Huron, Mi-290 Taru and M-900).
Same. I own the DLC Bundle.
The only way right now is to script yourself in (Or spawn as player in the editor).
In chopper init field:
Pilot: player moveInDriver this;
Co-pilot: player moveInTurret [this, [0]];
Loadmaster: player moveInTurret [this, [1]];
Cargo: player moveInCargo this;
Duplicate of http://feedback.arma3.com/view.php?id=21029
MulleDK19 added a comment to T79567: If helicopters turn upside down on the ground they blow up no matter what, even if allowDamage is set to false.
Benargee: Yes.
Related to http://feedback.arma3.com/view.php?id=21103
You can already do that. ALT-drag to change elevation.
Duplicate of http://feedback.arma3.com/view.php?id=21029
MulleDK19 edited Steps To Reproduce on T79465: When opening the editor, the intro section is visually selected (but not technically).
Still happening. Might have to fly a little rough.
I already checked the damage in the debug console. it's 0.0.
Yes, I have. And it's 0% damaged when it's shaking.
This is due to a bug that was supposedly fixed a long time ago, but as it turns out, it's still very much present: http://feedback.arma3.com/view.php?id=17602
As a temporary workaround, you can enable the debug console (Granted you're admin), and execute the following in the debug console, which will automatically remove empty groups each half minute (only execute it once):
- spawn
{
while { true } do { { if (count units _x < 1) then { deleteGroup _x; }; } forEach allGroups; sleep 30; };
};
MulleDK19 added a comment to T79456: Unable to jump out of flying helicopters while in the pilot seats.
Duplicate of http://feedback.arma3.com/view.php?id=11960
@DarkSideSixOfficial: I have no problem handling the new FDM, thank you very much.
Besides, it has nothing to do with simulation. No matter how you fly, your cargo won't suddenly receive the gravity of the sun.
I am. All options enabled.
MulleDK19 added a comment to T79429: Arma3Launcher.exe starts, but totally no response or any program window..
Make sure you've installed Microsoft .NET Framework 4.0 or later.
Also, post the error in the event viewer:
- Run the launcher.
- When it crashes, close it.
- Open the start menu and in the text box at the bottom type "eventvwr.msc" (without the quotes) and press enter.
- Expand the "Windows Logs" item (Folder with blue computer screen).
- Select "Application".
- Then post all the error / information items in the list that seem to have to do with the launcher app. Usually the top few items.
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