hence the need for a MUTE ALL function so we don't have to listen to it
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May 10 2016
I'd like to second this, however I would say it's required not just handy. The racist rubbish we have to listen to as players before almost every BR round is outrageous and must be addressed
bit.ly/1Hmcwzy
I'm sorry but it's not feasible at this point.
- checking collisions down to such precision would be very performance hungry
- the cover positions are created dynamically, the bugs in the dynamic creation are already covered in ticket no. 0016449. Changing the approach is not possible, it would mean adjusting all assets, not mentioning the buildings on community islands that would suddenly lack cover positions. If such change was desired it would still take a lot of time and manpower (design, implementation, testing, bugfixing).
Well, BI can't do much about what other players say...
"I'm sorry for this can't be done due to technical reasons"
In the 2015, Can't believe it!
I think BIS can try to give the AI an understanding of where the left and right or use the Collision Mesh for every weapon on every corner.
I can offer a solution of this issue:
- BIS should add on the every corner of every building 2 snap-position for the AI.
- One snap-position, make a "left-position", another snap-position do "right-position".
- Inside "right-position" for every AI, BIS can make the restriction of the weapon rotation to the right.
- Inside "left-position", for every AI, BIS can make restriction the weapon rotation to the left.
- Thus, relative to a specific position (left or right), if the AI will be located at this point, then he will not be able to penetrate his weapon into the building under the limitation of weapon rotation.
Which of the two those positions the AI will use, this AI will determine independently(in relation to the position of the enemy). I think this detail is already there now.
Sure, the solution can be found. This detail is important for the game...
I hope the improved path finding, which BI is working on, will allow the AI to navigate better between building and also "home in" on the cover positions better. After all, the AI is also supposed to make use of the weapon resting feature, so some change will be on the way.
Hey and thank you for the feedback.
no proper contact with the corner of the building.
I'm sorry for this can't be done due to technical reasons.
makes a lot of unnecessary movements
It would be nice to have this improved, but I'm afraid it's out of scope now.
Will leave this issue open jic.
Not fixed, no more info provided.
fixed in the new update...
Unable to locate, could you please send some screenshots of the wrong translations?
game crashed alot today,3 crashes uploaded 2 of them
Btw,the recent 2 crashes.i was playing Invade &annex misson on the 77th server.then the game crashed,and i had to hardreset my pc
Does it happen on single player?
crashdump uploaded name(Arma3)
Thank u for quick response,yea i tried to switch to the dev branch,i have a bad internet connection.And the dev branch updates everyday.so i think it would be a bad choice for me.question.what does the RPT says.is the problem from my side or??
Hello,
could you please try to switch to Steam Dev and see if the problem is still present?
You can find how to change to Steam Dev here:
http://forums.bistudio.com/showthread.php?149411-How-to-change-Arma-3-branches-between-STABLE-amp-DEVELOPMENT-versions-STEAM-client
Thank you very much.
Is the problem still present for you after data verification?
the problem is still happening,crashing all the times at all servers,King of the hill,epoch,coop servers
i will upload some crashdumps
No crashdumps? The problem is still happening? Sorry if I don't understand correctly, I would prefer full sentences as an answer, thank you very much. :)
Thank you for the additional data.
And thanks for the words about the livestream, it was fun for us as well!
I'm sad to hear that. could you please upload more crashdumps (as much as possible) from version 1.34?
Could you please verify your game files via Steam?
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
@Iceman,Nice livestream ,and nice shooting at me :p
i didnt understand it at the beginning but i liked it
crash 4 uploaded
crashed while playing king of the hill v9 test,server epm: De 1#
Hello, there seems to be something wrong with your graphic card drivers, could you please try to reinstall them?
reinstalled them and the problem still exists
still not fixed.
Tested this with the new 1.36 RC build and VRS has been tweaked i feel to an appropriate level
1.48 Stable. The issue is assigned but still not fixed. How sad...
This should be fixed in today's dev, could anyone confirm?
No idea, cannot join my dedicated server :D
edit: got it working, yup, it is fixed :)
1.48 RC - EH still not triggers if object is not local
weapon doesn't disappear any more, but when weapon is remote WeaponDisassembled EH still never triggers
There is also another bug with duped weapon backpack
should be fixed since DEV 131019
The issue is still an issue. What's more when weapon is remote and gets disassembled and assembled back and disassembled again, EH still doesnt fire.
Strangely WeaponAssembled EH does trigger, but as ticket says the mortar disappears after 10 or more seconds
Agree. I don't mind but I feel for others who have this issue/less experience. Should be an option like the rest. Option would be chosen by server too.
Similar to request in http://feedback.arma3.com/view.php?id=20617
For questions related to Arma 3 please use our official forums (http://forums.bistudio.com/). Thank you
This is not a forum.
Yeah, sure. This is actually not a forum, but I will put it in and later the devs should delete this. This ticket is actually already closed and is just using up space.
I hope you can understand what I have written down. Just try them out. Some descriptions are missing since I have not tested them yet.
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.
@SilverDude thanks mate. You cannot believe in how many threads I was looking and searching for that scripts.
Many thanks!!
Have you written it into the init-field of the helicopter you have placed?
Normally that command should work fine if you only have that script in the init-field.
Tip: always put a ; behind every script if you write another one after it.
@SilverDude Thanks for the black MH9 variant. Where can I get that info from? Can you provide me with your libraries txt?
Thanks.
Seems to come up with Missing ; when I try to execute that command.
If they exclude it to avoid filling up the list with different variants, then they should either change the menu layout, or at least add a tooltip when you hover over the Taru menu entry, which tells you that you can access the other variants through a script command.
Kind Regard
R3vo
@Denis P
When they get the pods attachable that would be great. Although I dought that they would change the menu layout. (it would be nice though)
Oh, and here is your script for a black MH9/AH9:
this setObjectTextureGlobal [0,"A3\Air_F\Heli_Light_01\Data\heli_light_01_ext_ion_co.paa"];
Btw: You should write them all down into a text editor and save them. (I have a huge collection of scripts saved^^)
They (by which I mean one of the devs) said they excluded the black variants from the unit list to avoid clogging it up with dozens of Taru variants. Insert the following into the init field of the Taru paint it black:
null = [this] execVM "\a3\Air_F_Heli\Heli_Transport_04\Scripts\Heli_Transport_04_basic_black.sqf"
I suppose it would be easier to add the black variant to the vehicles list once they've figured out how to make the mission pods attachable.
That being said, what is the code for the black versions of the Hummingbird and Pawnee? I have to admit thought, it's strange that they would add the separate versions of the Ghost Hawk, but not the other helicopters.
oh.... I didn't know that. Not good with scripting. =/
Busy ATM, but can someone post the script needed to achieve this so that this issue can be closed?
I dont understand why they add the helos only via scripting, its the same with the black models of the hummingbird.
It is not missing, if you read the changelog it says they are only accessible via scripting.
@caliban55 thanks for the tip, but as mulledk said, at least moveout should work.
there must be something that will make this work because having another unit enter will usually kick the unit out anyway.
Or is that a physx ragdoll effect that causes that to happen?
I see from a related-to fbt issue that it stops units entering also.
Don't think dead units should be able to perform actions. But moveOut should work.