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Arma 3 Activity
Nov 19 2020
Fixed in 2.01.146950
The issue still present on DEV 2.01.146926 and PROFILING 2.00.146952
Still need any more info?
Nov 18 2020
same problem here
- Fixed all missing properties
- Disabled moving of the GUI since it was causing some glitches
- Replaced debugLog with working diag_log
- Fixed all missing config properties
- Disabled moving of the GUI since it was causing some bugs
- Replaced debugLog with working diag_log
Nov 17 2020
FIXEEEEEED!
Just add
sizeEx = "((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
to
This is still an issue in 2.01. It seems to only happen if language is set to anything else than English.
Nov 16 2020
I have also tried this and can confirm that this also happens on the latest main patch.
Confirmed in arma vanilla.
I placed a Mora at Stratis: [2594.48,5482.89,-0.0391083] (copied from 3den)
Then shot with B_soldier_AT_F player (missile on visual target). The destroyed mora flies high into the air.
Issue found and fixed in profiling v6.
Thanks for finding that, I don't understand why noone else noticed that
Restarting game or reconnecting works.
After reconnect, units list shows up, and costs now work properly too.
Reproduced somewhat maybe.
Fixed with
Fixed with
Fixed in 146926
Nov 15 2020
Nov 14 2020
Added a (vanilla) repro :
- place a charge (you will be teleported after that)
- trigger it - see the AI rotating quite quickly
Behaviour is indeed different between being concealed and being "exposed", but it is not an instant reveal either.
Nov 13 2020
Nov 12 2020
Closed on @R3vo's request
Fixed in 2.01.146926
Done in 2.01.146926 with
units <side>
command.
@Lyme please make a new report
Nov 11 2020
another one
Fixed in 146923
I don't know why these radios are not given up. This happens at home, at merchants and at other rest houses where there is a radio. The most annoying thing is the extremely loud sound. Not to mention the very bad music repeated over and over again.
Nov 10 2020
Nov 9 2020
Is this fixable?
Nov 8 2020
what i've found is that the bis_fnc_arsenal script uses the ui list boxes to randomize the attachments so if the primary/secondary/handgun is active, the attachments on the weapon selected will be randomized but will not when any other category is selected (e.g. select uniform, vest, backpack and the attachment will not randomize or remain the same or be no attachment if the attachment is not compatible with the weapon randomly selected from the ui list box). i recommend the script either switching to each weapon's list and then randomizing the attachments or just doing it the hard way and looking at the compatibility list in the config for one (whatever is most efficient since many users are using massive mod lists anymore).
CC (as requested): @BIS_fnc_KK
Nov 7 2020
Quote from Killzone_Kid
"AircrfatCarrier" -> "AircraftCarrier"
where is it?