Also, I can't use the designator screen to guide the GBUs or use the Bullpups
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May 14 2021
Also seems to apply to object 'land_vn_bagbunker_large_f' e.g [15556,13557]
May 13 2021
To add to this I am also getting the following dump when trying to play another workshop mission:
May 12 2021
Same as https://feedback.bistudio.com/T158465 (didn't see this one when creating mine because of the wrong category :U )
May 11 2021
The SOGPF Warlords mission does not edit upon the original Warlords functionality or framework, therefore major changes to the game mode won't be possible as they are outside the scope of the CDLC.
Please upload the rpt log file: https://www.youtube.com/watch?v=M1_eisiElxw
Thank-you for your report, bug confirmed.
Now fixed in our (Savage Game Design) internal build.
Yes there is, you can refer to this ticket: https://feedback.bistudio.com/T158357 I have replied to it with a very simple sample which is hopefully enough to get you started.
Yes, that is correct.
Thanks for the report.
This issue has now been fixed in our (Savage Game Design) internal build.
Is there any way we can create our own script to modify the main menu. I love SOGPF, and i salute you for what you and your team has created here. However I just don't like being restricted to the new menu as I can't access vanilla content, alongside other QOL aspects that were present in the previous main menu.
May 10 2021
It does take damage from the sides and front though. I've shot down a few that way. The engine is quite resilient, so it does take quite a few well placed shots.
In T158488#2189210, @Sydney_Wolff wrote:There is no requirement for the radar to be on to fire the sidewinder, it's firing and acquisition circuits are disconnected from the radar system, the radar track can be handed off to the missile seeker on later models, but it's not necessary for launch, it has it's own onboard sensors.
There is no requirement for the radar to be on to fire the sidewinder, it's firing and acquisition circuits are disconnected from the radar system, the radar track can be handed off to the missile seeker on later models, but it's not necessary for launch, it has it's own onboard sensors.
This is also true of the GM bicycle. I believe it's a consequence of bicycles having to use a semi-deprecated pre-PhysX vehicle class that dates back to, like, Arma 2. The GM devs have indicated it's not really fixable without BI themselves making some major changes to that vehicle type.
Thanks @veteran29 and @heyoxe, I'll take a look.
Can be seen happening in this recording I made: https://youtu.be/pD_eG_B7DiE?t=237 (starting soon after 3:58). Since recording this video I've spent more hours in the Slick and it is not an inevitable result of flying with a squad (or slingload), it is just requiring more careful inputs than I was making in the example video.
May 9 2021
Its possible to resolve the loading of the Mod by following these steps on GeForceNow
Hi, this is an intended behavior, all vanilla campaigns are hidden by our menu.
In T158445#2188612, @Spoffy wrote:I've passed this along, hopefully resolved soon!
The implementation was made at the request of the publisher.
Although it may seen counterintuitive it is one of the compromises that had to be made to have them available for players and mission creators.
I've passed this along, hopefully resolved soon!
It may be intended behaviour but not showing them in the Editor arsenal seems kind of counterintuitive
This is intended behavior, if you'd like the melee weapons to be available in the arsenal in your missions then add the following to your missions description.ext file
vn_arsenalShowMelee = 1;
Information about the issue has been passed on to the localization manager.
Thanks for the report, I'll have a poke around and see if I can see what's causing this issue.