In T162211#2261852, @Tenshi wrote:Hello thanks for reporting the issue. Could you upload a Mission or Scenario for the Repro?
This would help a lot, with checking it on our internal version and possible troubleshooting.
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Feb 27 2022
Feb 27 2022
Feb 26 2022
Feb 26 2022
miscyn renamed T163521: Request to allow wheel rotation animation using "animateSource [wheel_1_1, 0.9, 1] " script command. from Request to all wheel rotation animation using "animateSource [wheel_1_1, 0.9, 1] " script command. to Request to allow wheel rotation animation using "animateSource [wheel_1_1, 0.9, 1] " script command. .
Feb 25 2022
Feb 25 2022
Feb 24 2022
Feb 24 2022
falagor closed T163497: Sleeved Map, UAV Terminal & Asst. Autorifleman - Russian translation as Resolved.
Will be fixed. Thanks!
Will be fixed, thanks.
Will be fixed, thank you.
Sorry, seems I have missed one object with the same problem
Please accept these changes:
key | now | change to |
str_a3_cfgvehicles_land_cargo_hq_v1_f0 | Управление военными грузами (зеленое) | Штаб военного склада (зеленый) |
dev build rev148862 has just been released with the fixes from this ticket, seems ↓this↓ change hasn't been committed, please investigate this
key | now << still this name | change to |
str_a3_cfgweapons_arifle_mk20_gl0 | Мк20 EGLM 5,56 мм | Mk20 EGLM 5,56 мм |
Thanks!
Feb 23 2022
Feb 23 2022
So something to add...
...I "resumed" the mission, (Pilgrimage on Altis) and I didn't have smoke. I tossed my smoke grenade as usual, restarted/resumed and of course I had smoke. However!, I had a busted tank at a gas station getting fix by TPW and I noticed that I didn't have any TPW repair sound. The mechanic was there but no repairing sounds. The sounds did come back after I restarted/resumed, just like the smoke fix.
...Now stranger things have happened but I can't imagine TPW would have anything to do with the topic at hand. Who knows.
dedmen changed Resolution from resolution:open to resolution:nobug on T163479: Get In action not appearing for B_GMG_01_A_F.
Hello Georg,
NeilZar added a comment to T154274: [Feature Request] New scripting command for returning the first element of array1 in array2: findIn/findAny.
rev. 148862, available on upcoming dev branch.
Hello Nivek,
Hello Nivek,
due to our team not being able to reproduce this issue, we will close this ticket.
It seems to be the "typical Arma case" in which a killed AI ragdolls into an object and then knocking it over.
If you have additional information and/or in the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
Bob_Murphy moved T162928: Land_vn_temple_ruin_01 Sound from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Bob_Murphy moved T162929: Land_vn_o_bunker_01 weapon switch levitation from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Bob_Murphy moved T163315: M16 Bolt Bug from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
due to not being able to reproduce this issue, we will close this ticket.
If you have additional information and/or in the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
due to not being able to reproduce this issue, we will close this ticket.
If you have additional information and/or in the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
due to the fact that we can not apply a separate animation for the case that a person is sitting in a helicopter or have dynamic animations where for example the angle of the gripping would adjust, here we are limited by the fact that the normal hand animation can't be changed.
Thank you for reporting but unfortunately we can't do much about it.
Bob_Murphy moved T163287: D44 Divisional Gun sight picture blocked by barrel from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Feb 22 2022
Feb 22 2022
Leopard20 added a comment to T163413: drawLaser command not showing the beam along vertical directions.
And direction going precisely up/down together with normal up vector just doesn't work.
What if you simply do something like:
if (dir.x == 0 && dir.y == 0) { up = {1,0,0}; }
? Does changing the up manually not fix it?
still happening, mostly when switching seats in vehicle via mousewheel
dedmen added a comment to T163413: drawLaser command not showing the beam along vertical directions.
Laser always has a standard up vector of.. up.
And direction going precisely up/down together with normal up vector just doesn't work.
UnlawfulParrot renamed T163450: [Feature Request] Add script command to detonate/change fuse time of grenades and flares from [Feature Request] Add ability to detonate/change fuse time of grenades and flares to [Feature Request] Add script command to detonate/change fuse time of grenades and flares.
2 months and not even a look?
Feb 21 2022
Feb 21 2022
Leopard20 updated the task description for T163437: [Feature Request] Add some shading to diag_drawMode.
would be a great help indeed. VBS has done something similar I think
Leopard20 updated the task description for T163437: [Feature Request] Add some shading to diag_drawMode.
Leopard20 updated the task description for T163437: [Feature Request] Add some shading to diag_drawMode.
Leopard20 updated the task description for T163437: [Feature Request] Add some shading to diag_drawMode.
Feb 20 2022
Feb 20 2022
Leopard20 updated the task description for T163413: drawLaser command not showing the beam along vertical directions.
Feb 19 2022
Feb 19 2022
Leopard20 updated the task description for T163413: drawLaser command not showing the beam along vertical directions.
Not helpful. sorry, I need vanilla repro to be able to track it if there is a problem.
Perhaps this is related and will help
Duplicate of T154293
Leopard20 added a comment to T161515: [Feature request] Eventhandler to fire if knowsAbout value changes.
There has to be some script side filtering anyways, as the event reports changes in knowledge about friendly and enemy units/vehicles. Its not only about enemy targets. Even civilian groups are receiving events about "targets".
So? Friendly units are targets too. I never said "enemies". Plus a simple side check is nothing compared to a config check to detect what the object actually is.
Ron4Swat added a comment to T161515: [Feature request] Eventhandler to fire if knowsAbout value changes.
In T161515#2281752, @Leopard20 wrote:You still have to filter them out yourself in SQF, which is relatively slow. You're only thinking of those non vehicle objects, but your filter will still be in effect for actual targets too.
If the EH trigger is pre-filtered you don't have to do anything. The EH will only trigger for actual targets.
Leopard20 added a comment to T161515: [Feature request] Eventhandler to fire if knowsAbout value changes.
As all the non vehicle objects are already detected fully on first sight, they will be only reported once, so even in the current state the performance problem is not as much of an issue as it first seemed.
You still have to filter them out yourself in SQF, which is relatively slow. You're only thinking of those non vehicle objects, but your filter will still be in effect for actual targets too.
If the EH trigger is pre-filtered you don't have to do anything. The EH will only trigger for actual targets.
Ron4Swat added a comment to T161515: [Feature request] Eventhandler to fire if knowsAbout value changes.
In T161515#2281724, @dedmen wrote:I'll add a filter that only units/vehicles get detected... though vehicles is hard 😓 as houses are also vehicles.
dedmen added a comment to T161515: [Feature request] Eventhandler to fire if knowsAbout value changes.
If so, and if you add this EH to multiple groups, and each EH fires multiple times for irrelevant objects, a lot of performance will be wasted for these objects.
Feb 18 2022
Feb 18 2022
Ron4Swat added a comment to T161515: [Feature request] Eventhandler to fire if knowsAbout value changes.
In T161515#2281353, @dedmen wrote:[_group,"knowsAboutChanged",{hint "enemy Detected"}] call BIS_fnc_addScriptedEventHandler;
Scripted? These are not scripted handlers. addEventHandler is what you want.
Leopard20 added a comment to T161515: [Feature request] Eventhandler to fire if knowsAbout value changes.
Yeah but my point was more from a performance POV than mere inconvenience.
dedmen added a comment to T79203: KeyDown UI event handler does not provide correct code for key combination (only single key press).
I have a plan for actionKeysEx which just returns the flags as an array, for which modifiers are pressed and stuff.
That way you don't need to handle big numbers at all
dedmen added a comment to T161515: [Feature request] Eventhandler to fire if knowsAbout value changes.
:poutcat:
could filter for only units
johnb43 added a comment to T79203: KeyDown UI event handler does not provide correct code for key combination (only single key press).
I like the new syntax of actionKeys. It makes some things previous impossible possible. However I have a request:
seen with T163387: Lightpoint flares not visible during daytime: apparently not fixed or not merged?
Leopard20 added a comment to T161515: [Feature request] Eventhandler to fire if knowsAbout value changes.
In T161515#2281542, @dedmen wrote:They don't check. 4.0 is max value, thats special, they are not checking.
kju-PvPscene added a comment to T161515: [Feature request] Eventhandler to fire if knowsAbout value changes.
<no shape> also has an "interesting" value
kju-PvPscene added a comment to T161515: [Feature request] Eventhandler to fire if knowsAbout value changes.
What about these?
dedmen added a comment to T161515: [Feature request] Eventhandler to fire if knowsAbout value changes.
They don't check. 4.0 is max value, thats special, they are not checking.
kju-PvPscene added a comment to T161515: [Feature request] Eventhandler to fire if knowsAbout value changes.
also logic groups can see or been seen
kju-PvPscene added a comment to T161515: [Feature request] Eventhandler to fire if knowsAbout value changes.
Couple more strange ones:
Leopard20 added a comment to T161515: [Feature request] Eventhandler to fire if knowsAbout value changes.
@dedmen
I think the real question here is:
Group B Alpha 1-2 sees 11e1a0100# 482246: fridge_01_f.p3d delta 4.000000 now at 4.000000
Group B Alpha 1-2 sees 11e140b80# 482251: bandage_f.p3d delta 4.000000 now at 4.000000
Group B Alpha 1-2 sees 11e140100# 482252: radio.p3d delta 4.000000 now at 4.000000
Group R Charlie 4-6 sees 14bf36b00# 476558: dummyitem.p3d delta 0.018084 now at 0.091254
dedmen added a comment to T161515: [Feature request] Eventhandler to fire if knowsAbout value changes.
The sees messages were debug messages that I forgot to remove
But each f these triggers the "KnowsAboutChanged" handler.
Feb 17 2022
Feb 17 2022
BIS_fnc_KK changed the status of T163245: Missile warning SFX linked to Radio audio setting from Acknowledged to Feedback.
Should be fixed in 148846
BIS_fnc_KK changed the status of T163245: Missile warning SFX linked to Radio audio setting from Need More Info to Acknowledged.
Ron4Swat added a comment to T161515: [Feature request] Eventhandler to fire if knowsAbout value changes.
As yesterdays development branch changelog says "Added: Group Event Handlers" i assume its suppossed to work already with this version.
BIS_fnc_KK changed the status of T163253: Plane moves forward when inserting mark on map from New to Feedback.
Should be fixed in rev 148845
what a bug!
Sorry to bring up a very old thread, but if anybody has a solution/fix to this problem it would be greatly appreciated. I've also always had this issue over multiple OS's, hardware, etc.
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