Can you retest on profiling branch? we very recently did a fix for that on helicopters.
Maybe its a similar issue here
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Oct 15 2021
It works with strings if you quote them correctly.
In T127954#2246632, @Manzarek wrote:you are probably using some mods
It works the text is now visible, thanks.
Oct 14 2021
you are probably using some mods
up
I have tried the test mission from LSValmont and can reproduce the mentioned issue.
did I say add attached object? there might be a selection or memory point on parachute that is in front of the player that can act as a target for addaction. The bottom line is, unless another special param introduced to alter behaviour of addAction the current behaviour won’t be altered because of backward compatibility
Right way is add action to player or object and not on some attached objects created for this purpose. The best case is add action to player itself BUT this don't work in vehicles.
What do you mean it is not right way, addAction has many params, 2 of which selection and memory point
Interesting that you mention AI moving around impacting this issue.
But its not right way to make actions and this a reason why I am create this ticket.
you can try using selection or memory point argument and attach action to that in case parachute has one in front of player
Arma is sandbox but with many strange restrictions. I dont want shooting from parachute, just wants "cut slings" action.
Oct 13 2021
Having an action menu for opening a parachute is ancient by now. BI should change it to the F key... You are clearly in freefall animation and won't be shooting so the "Cycle Firemodes" key "F" is useless anyway. And once your parachute is open the F key returns to normal. That is called Context Keybinding and is very helpful for not having to bind different actions to different keys. When freefalling a small text should appear "Press F to open your chute".
I'm sorry for the confusion I created. We were trying to get rid of ACE optionals for ZEN by using __has_include, but still have issues with file patching.
At this point it's more likely an issue on our end, since I take your word that it was fixed. Hence, consider it as resolved.
And what i can do if i need action menu when player in parachute?
Action needs target, in case of parachute, if it above player so it is not a in cursor target detection. in case of player, the player in a vehicle, which is parachute so it won’t work on player
Important update:
This is a huge issue and could be responsible for lots of the perceived stutters and sudden slowdowns A3 is so famous for.
added an rpt file and created a new very basic mp mission and ran into the same problem just added a playable character in the 3d editor and a game master module owned by that character. can confirm I'm on version 2.06.148221{F2523703}
fixed in v2
Wasn't able to reproduce this on Main build 2.06.148221.
Have you tried if you have the same bug on a new scenario? is it all your old scenarios or just this specific one?
Could you attach your RTP file that should give us more information about what might be going on and how te repro it.
Oct 12 2021
i can confirm this is an issue, as i am also unable to use the Loadouts module.
Oct 11 2021
BattlEye has provided native Linux and Mac support for a long time and we can announce that we will also support the upcoming Steam Deck (Proton). This will be done on an opt-in basis with game developers choosing whether they want to allow it or not.
- try verifying installation files on steam
- try to create different soldier profile in game
That should be good enough I'd say. So fine with me as well.
It also happens in the Arsenal VR
Oct 10 2021
@dedmen Could one use the implemented commands to also get the closest terrain vertices to a position? I know that the current set of commands get the closest point when setting or getting the height nearest to a position but I have not found a decent way to find the given points before making edits to the area. If not could you extend the feature to also allow the query of terrain vertices?
I’d much prefer gunnerisdriver and only gunner so unless you are gunner you can’t drive and driver pos is disabled
what hasDriver = -1; should do exactly?
To be able to drive at the same time while operating any turret or sitting in cargo.
should be fixed in rev.148328
Added alt syntax rev. 148327
so what hasDriver = -1; should do exactly? And how is it different from commanding the AI driver?
should work global or local
ya i saw it in the patchnotes 1 day after my last post :)
(taking over effective commander even works for a tank under command by another AI leader, and even if you have your own AI group leader)
Ok this is the situation as best i can tell:
- Never works with DS - regardless what you do (empty, made empty, starting as effective commander, starting as non effective commander, becoming effective commander, etc)
- With hosted it:
a) works with cars if you are effective commander (regardless of empty, made empty, starting as effective commander, becoming effective commander, etc) [what position is effective commander depends on vehicle setup - commanding config parameter]
b) for tanks it works for empty
c) for tanks it works if you start as effective commander
d) for tanks you can become effective commander if you switch for both gunner and commander the AI to passenger (cargo) [by switching between them] AND getting out the tank and back in directly as gunner/commander - NOT as cargo and switch then
should be fixed since rev. 148326
@BIS_fnc_KK It didnt, but works with latest stable build. (thought i was on perf - retesting now)
Can you confirm that it also happens in 3DEN environment, VR, 1 unit with binoculars
‘ hosted it works if you are effectiveCommander ‘
@BIS_fnc_KK I am using perf build - hosted it works if you are effectiveCommander (so you dont have to remove the AI if you are already depending on the specific vehicle setup if gunner or commander position is effectiveCommander).
DS nothing works at all. Without AI from the start, or deleting them or any other combo.
It happens to me throughout the game, playing on King Of The Hill servers or in campaigns
Oct 9 2021
Does this happen in EDEN editor?
@kju-PvPscene Could you do me a favour and make sure there are no AIs in the vehicle:
There are multiple tunnel entrances. The tunnel module does not work on khe sang.
A question on this: Can you use the tunnel entrance module to get into the tunnels? I set mine up and no matter which tunnel I choose on Khe Sanh I get an error telling me that the game can't find a tunnel position with 75m of my position. For me at present the only way I can get in is to spawn myself inside it from the editor, though I need to conduct more thorough tests on this first.
is there any update on a possible fix for this issue?