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Jul 19 2023

mickeymen added a comment to T174027: Inside the buildings, the AI falls through the floor (first floor only!).
Jul 19 2023, 11:44 AM · Arma 3
mickeymen added a comment to T174027: Inside the buildings, the AI falls through the floor (first floor only!).

Ai falls under floor of first level on maps of Livonia, CUP, Western Sahara, everywhere in buildings where there is an elevated ground floor.
By the way, how will the AI go through the walls on any maps! I'm so tired of this crap. Tis issue looks like a real shame(

Jul 19 2023, 11:43 AM · Arma 3

Jul 17 2023

mickeymen renamed T174027: Inside the buildings, the AI falls through the floor (first floor only!) from Inside the buildings, the AI falls through the floor. to Inside the buildings, the AI falls through the floor (first floor only!).
Jul 17 2023, 12:56 PM · Arma 3
mickeymen updated the task description for T174027: Inside the buildings, the AI falls through the floor (first floor only!).
Jul 17 2023, 12:54 PM · Arma 3
mickeymen created T174027: Inside the buildings, the AI falls through the floor (first floor only!).
Jul 17 2023, 12:53 PM · Arma 3

Jul 5 2023

mickeymen added a comment to T173707: Increase group limit per side.

The Scale - is what has always distinguished the Arma3 series, from other miitary genre games .

Jul 5 2023, 2:54 PM · Arma 3

May 11 2023

mickeymen added a comment to T76756: Flares are useless (launcher).

Flares are useless (launcher)

May 11 2023, 2:05 PM · Arma 3

Apr 27 2023

mickeymen updated the task description for T171429: Hit of certain projectiles and explosions. FX is not adequate ( Christmas fireworks instead of a realistic burst ).
Apr 27 2023, 1:34 AM · Arma 3 Creator DLC - Global Mobilization
mickeymen added a comment to T171429: Hit of certain projectiles and explosions. FX is not adequate ( Christmas fireworks instead of a realistic burst ).

Good day!

Apr 27 2023, 1:30 AM · Arma 3 Creator DLC - Global Mobilization

Apr 11 2023

mickeymen updated the task description for T171429: Hit of certain projectiles and explosions. FX is not adequate ( Christmas fireworks instead of a realistic burst ).
Apr 11 2023, 12:04 AM · Arma 3 Creator DLC - Global Mobilization
mickeymen updated the task description for T171429: Hit of certain projectiles and explosions. FX is not adequate ( Christmas fireworks instead of a realistic burst ).
Apr 11 2023, 12:02 AM · Arma 3 Creator DLC - Global Mobilization
mickeymen updated the task description for T171429: Hit of certain projectiles and explosions. FX is not adequate ( Christmas fireworks instead of a realistic burst ).
Apr 11 2023, 12:01 AM · Arma 3 Creator DLC - Global Mobilization

Apr 7 2023

mickeymen edited Steps To Reproduce on T171429: Hit of certain projectiles and explosions. FX is not adequate ( Christmas fireworks instead of a realistic burst ).
Apr 7 2023, 11:30 PM · Arma 3 Creator DLC - Global Mobilization
mickeymen updated the task description for T171429: Hit of certain projectiles and explosions. FX is not adequate ( Christmas fireworks instead of a realistic burst ).
Apr 7 2023, 11:26 PM · Arma 3 Creator DLC - Global Mobilization
mickeymen created T171429: Hit of certain projectiles and explosions. FX is not adequate ( Christmas fireworks instead of a realistic burst ).
Apr 7 2023, 11:25 PM · Arma 3 Creator DLC - Global Mobilization
mickeymen added a comment to T165786: In spectator mode, icons for all Turret class are not displayed..

Thank you for reporting the issue.
We will see what we can do

Apr 7 2023, 12:22 AM · Arma 3

Apr 2 2023

mickeymen added a comment to T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.

This needs new animation files which most likely won't happen at this stage of development.

Apr 2 2023, 1:34 AM · Arma 3

Apr 1 2023

mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
Apr 1 2023, 2:01 AM · Arma 3
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
Apr 1 2023, 1:56 AM · Arma 3
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
Apr 1 2023, 1:53 AM · Arma 3
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
Apr 1 2023, 12:58 AM · Arma 3
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
Apr 1 2023, 12:54 AM · Arma 3
mickeymen created T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
Apr 1 2023, 12:48 AM · Arma 3

Mar 5 2023

mickeymen added a comment to T170806: Ability to prevent AI units walking (pathfinding) through an area via module/scripting.

Great idea! I would love to see this in the Arma3 editor

Mar 5 2023, 2:42 PM · Arma 3

Mar 2 2023

mickeymen edited Steps To Reproduce on T170679: AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!).
Mar 2 2023, 12:38 AM · Arma 3

Mar 1 2023

mickeymen updated the task description for T169320: AI-subordinate with launcher will ignore of player commanding, unmask the player and his squad.
Mar 1 2023, 10:34 AM · Arma 3
mickeymen updated the task description for T169320: AI-subordinate with launcher will ignore of player commanding, unmask the player and his squad.
Mar 1 2023, 10:32 AM · Arma 3
mickeymen renamed T169320: AI-subordinate with launcher will ignore of player commanding, unmask the player and his squad from Subordinate AI will out of control of the player commander (triple ignore of player commanding) to AI-subordinate with launcher will ignore of player commanding.
Mar 1 2023, 10:31 AM · Arma 3
mickeymen added a comment to T170679: AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!).

also put yourself as the commander of this gunner nearby. When the game starts your gunner will say "no ammo" but will never leave his static weapon!
Expected Behavior: The gunner of any static weapon without ammo must exit and remain nearby.

Mar 1 2023, 10:23 AM · Arma 3
mickeymen added a comment to T170679: AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!).

what repro do you need?
just place any static machine gun with gunner in the map and deprive it of ammo in the object properties

Mar 1 2023, 10:11 AM · Arma 3

Feb 28 2023

mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

Historic day!

Feb 28 2023, 10:31 PM · Arma 3
mickeymen renamed T170679: AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!) from AI doesn't leave static weapon, if that weapon has no ammo to AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!).
Feb 28 2023, 10:05 PM · Arma 3

Feb 27 2023

mickeymen updated the task description for T170679: AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!).
Feb 27 2023, 11:50 PM · Arma 3
mickeymen created T170679: AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!).
Feb 27 2023, 11:49 PM · Arma 3

Feb 13 2023

mickeymen updated the task description for T170295: Black rectangles on the Altis map, when viewed from pilot place (Altis bug only!).
Feb 13 2023, 8:51 PM · Arma 3
mickeymen created T170295: Black rectangles on the Altis map, when viewed from pilot place (Altis bug only!).
Feb 13 2023, 8:49 PM · Arma 3

Feb 12 2023

mickeymen created T170281: Plese cure Oddity: Movement while reloading launcher is only available for RPG-7!.
Feb 12 2023, 9:13 PM · Arma 3

Jan 16 2023

mickeymen renamed T128198: FIXED from The player with Titan-Launcher, automatically rises from prone to fully upright position (if Titan-Launcher has top fire mode) to FIXED.
Jan 16 2023, 12:53 AM · Arma 3

Dec 12 2022

mickeymen updated the task description for T169320: AI-subordinate with launcher will ignore of player commanding, unmask the player and his squad.
Dec 12 2022, 2:53 PM · Arma 3
mickeymen created T169320: AI-subordinate with launcher will ignore of player commanding, unmask the player and his squad.
Dec 12 2022, 2:51 PM · Arma 3

Dec 5 2022

mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

Could you remove this multiplier?

No, too late to change it now, it can break backward compatibility

Dec 5 2022, 9:16 PM · Arma 3

Nov 30 2022

mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Nov 30 2022, 10:21 AM · Arma 3

Nov 28 2022

mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

Guys it was my fault, I was not attentive and misunderstood you in a hurry, also english is not my native language/ In general, I missed

Nov 28 2022, 10:42 PM · Arma 3

Nov 26 2022

mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Nov 26 2022, 11:05 PM · Arma 3

Nov 22 2022

mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

Quoted The main build will take longer to be updated.

Nov 22 2022, 7:41 PM · Arma 3

Nov 19 2022

mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

Yes, but until no understand version "rev 149887" - you mean current dev version? Does this mean that this will be fixed in the next stable release?

What he means is that on version 2.XX.149887 this should be fixed, so if your on any branch that has that or equal revision it should have the fix.
i think Dev gets updated as one of the first branches.

Nov 19 2022, 11:04 PM · Arma 3

Sep 10 2022

mickeymen added a comment to T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.

You can fix it yourself by setting the effective commander as the driver himself:

this addEventHandler ["GetIn", {
	params ["_veh"];
	if (!isNull driver _veh) then {
		_veh setEffectiveCommander driver _veh;
	};
}]

This would help advanced mission makers yes but entry level mission makers with just some EDEN experience and little scripting experience will not be able to enjoy this fix (actually a workaround).

To be honest one of the reasons why unmodded arma content is so uncommon/unthinkable for mission makers is that BI demands their players to come up with their own workarounds too much. I bet you learned scripting and eventually over the years became of of the most knowledgeable modders out there due to your own dissatisfaction with the state of the game in many regards. It shouldn't have to be that way in most cases, that players need to learn advanced scripting/modding just to make their missions more fun or less buggy specially when the feature is/was already present and it is just currently broken and/or incomplete for any reason.

Sep 10 2022, 6:22 PM · Arma 3

Sep 9 2022

mickeymen added a comment to T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.

You can fix it yourself by setting the effective commander as the driver himself:

Sep 9 2022, 2:11 PM · Arma 3
mickeymen updated the task description for T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.
Sep 9 2022, 2:05 PM · Arma 3
mickeymen updated the task description for T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.
Sep 9 2022, 1:56 PM · Arma 3
mickeymen changed Category from category:aicontrolcommanding to category:aiissues on T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.
Sep 9 2022, 1:54 PM · Arma 3
mickeymen updated the task description for T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.
Sep 9 2022, 1:52 PM · Arma 3
mickeymen updated the task description for T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.
Sep 9 2022, 1:50 PM · Arma 3
mickeymen updated the task description for T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.
Sep 9 2022, 1:47 PM · Arma 3
mickeymen created T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.
Sep 9 2022, 1:42 PM · Arma 3

Sep 5 2022

mickeymen edited Steps To Reproduce on T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Sep 5 2022, 11:49 PM · Arma 3
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

What he means is that on version 2.XX.149887 this should be fixed, so if your on any branch that has that or equal revision it should have the fix.
i think Dev gets updated as one of the first branches.

Sep 5 2022, 11:31 PM · Arma 3
mickeymen updated the task description for T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Sep 5 2022, 2:24 PM · Arma 3
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

It is fixed in rev 149887 but not for fleeing units, clearer now?

Yes, but until no understand version "rev 149887" - you mean current dev version? Does this mean that this will be fixed in the next stable release?

Sep 5 2022, 2:14 PM · Arma 3

Sep 4 2022

mickeymen edited Steps To Reproduce on T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Sep 4 2022, 6:59 PM · Arma 3
mickeymen updated the task description for T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Sep 4 2022, 6:55 PM · Arma 3
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

rev 149887

Fleeing units will still ignore completion radius

Sep 4 2022, 6:54 PM · Arma 3
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

They just use their default type-dependent completion radius (which they don't always reach, separate issue) and ignore the command.

Sep 4 2022, 11:56 AM · Arma 3

Aug 11 2022

mickeymen renamed T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups from Setting "Completion Radius" inside any waypoint not will work for AI-group, it will works ONLY for players! to Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Aug 11 2022, 12:18 AM · Arma 3
mickeymen updated the task description for T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Aug 11 2022, 12:07 AM · Arma 3
mickeymen updated the task description for T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Aug 11 2022, 12:06 AM · Arma 3
mickeymen created T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Aug 11 2022, 12:05 AM · Arma 3

Jun 27 2022

mickeymen added a comment to T166035: Please cure ugly movement bugs in prone position!.

vanilla units without any mods video would be welcomed

Jun 27 2022, 2:09 PM · Arma 3

Jun 23 2022

mickeymen added a comment to T63050: Bodies float in air after building is destroyed..

@Cyruz I suggested a good solution above. By default, this disappears, just like it would in real life. But in the properties of the object there should be a checkbox - "do not delete in case of destruction of buildings".
Or do you think that each user will have the skills of scripting knowledge?

Jun 23 2022, 3:01 PM · Arma 3
mickeymen added a comment to T63050: Bodies float in air after building is destroyed..

If an object was placed floating, I'd rather it was kept floating. Admins/mission makers can script the rest, deleting stuff is undesired.

Jun 23 2022, 12:25 PM · Arma 3

Jun 18 2022

mickeymen updated the task description for T166035: Please cure ugly movement bugs in prone position!.
Jun 18 2022, 4:54 PM · Arma 3
mickeymen added a comment to T166035: Please cure ugly movement bugs in prone position!.

That bug is not related to vanilla animations.

Jun 18 2022, 3:38 PM · Arma 3
mickeymen added a comment to T165786: In spectator mode, icons for all Turret class are not displayed..

BIS, thank you too, because you don't forget about A3

Jun 18 2022, 2:29 PM · Arma 3
mickeymen added a comment to T166035: Please cure ugly movement bugs in prone position!.
Jun 18 2022, 2:00 PM · Arma 3
mickeymen added a comment to T166035: Please cure ugly movement bugs in prone position!.

That bug is not related to vanilla animations

Jun 18 2022, 1:57 PM · Arma 3

Jun 17 2022

mickeymen edited Steps To Reproduce on T166035: Please cure ugly movement bugs in prone position!.
Jun 17 2022, 11:57 PM · Arma 3
mickeymen updated the task description for T166035: Please cure ugly movement bugs in prone position!.
Jun 17 2022, 11:50 PM · Arma 3
mickeymen created T166035: Please cure ugly movement bugs in prone position!.
Jun 17 2022, 11:47 PM · Arma 3

Jun 9 2022

mickeymen updated the task description for T165786: In spectator mode, icons for all Turret class are not displayed..
Jun 9 2022, 6:06 PM · Arma 3
mickeymen created T165786: In spectator mode, icons for all Turret class are not displayed..
Jun 9 2022, 6:05 PM · Arma 3
mickeymen updated the task description for T165782: Repair Range is too big.
Jun 9 2022, 5:59 PM · Arma 3
mickeymen updated the task description for T165782: Repair Range is too big.
Jun 9 2022, 5:35 PM · Arma 3
mickeymen renamed T165782: Repair Range is too big from Repair Range is too big. Looks inadequate to Repair Range is too big.
Jun 9 2022, 5:32 PM · Arma 3
mickeymen created T165782: Repair Range is too big.
Jun 9 2022, 5:32 PM · Arma 3

Jun 7 2022

mickeymen added a comment to T63050: Bodies float in air after building is destroyed..

thank you for for clarification

Jun 7 2022, 10:51 AM · Arma 3

Jun 6 2022

mickeymen updated subscribers of T63050: Bodies float in air after building is destroyed..

However, the idea of such a system is still flawed.

Jun 6 2022, 11:19 PM · Arma 3
mickeymen updated subscribers of T63050: Bodies float in air after building is destroyed..

Some static objects, such as sandbag walls, don't have physics simulation at all - they're always fixed in place. You could place one in midair to begin with and it would stay there. The only possible solution for these objects would be to delete them when the building is destroyed, and it wouldn't be safe for the engine to do that automatically (it could accidentally delete something the missionmaker doesn't want it to). The best way to handle those is for the missionmaker to use an event handler or trigger to delete them when the building is destroyed.

Jun 6 2022, 4:32 PM · Arma 3
mickeymen added a comment to T63050: Bodies float in air after building is destroyed..

Should be fixed in 149354

Jun 6 2022, 11:25 AM · Arma 3

Jun 2 2022

mickeymen added a comment to T73168: Ragdoll bodies do not interact with environment.

Leaving ragdoll simulation on the dead bodies is costly, however Im going to add scripted solution to be able to temporary enable ragdoll on dead bodies

Jun 2 2022, 12:59 AM · Arma 3

May 20 2022

mickeymen added a comment to T63050: Bodies float in air after building is destroyed..
May 20 2022, 10:14 AM · Arma 3

May 18 2022

mickeymen added a comment to T63050: Bodies float in air after building is destroyed..

Should be fixed in 149354

May 18 2022, 12:23 PM · Arma 3

May 17 2022

mickeymen added a comment to T164782: Dead bodies hanging in the air if the building was destroyed.

ok i got it

May 17 2022, 10:56 PM · Arma 3
mickeymen added a comment to T164782: Dead bodies hanging in the air if the building was destroyed.

Is it even possible to make a ragdoll without a time limit? So that each corpse always responds to external influences (weapon inpacts, environment morphing)
If the ragdoll had no time limit, then this problem wouldn't exist.

May 17 2022, 9:59 AM · Arma 3
mickeymen added a comment to T164782: Dead bodies hanging in the air if the building was destroyed.

I'm not using the dev version, I hope in the next stable build, this will no longer be.

May 17 2022, 8:01 AM · Arma 3

May 16 2022

mickeymen added a comment to T164782: Dead bodies hanging in the air if the building was destroyed.

Should be fixed in 149354

May 16 2022, 5:55 PM · Arma 3

May 11 2022

mickeymen created T164782: Dead bodies hanging in the air if the building was destroyed.
May 11 2022, 11:33 PM · Arma 3

Apr 29 2022

mickeymen updated the task description for T159062: Too late appearance of the reloaded projectile on the RPG-7 tube..
Apr 29 2022, 12:41 PM · Arma 3
mickeymen added a comment to T159062: Too late appearance of the reloaded projectile on the RPG-7 tube..

Hey BIS!

Apr 29 2022, 12:41 PM · Arma 3
mickeymen renamed T159062: Too late appearance of the reloaded projectile on the RPG-7 tube. from Too late appearance of the shell on the RPG-7 tube after reloading. to Too late appearance of the reloaded projectile on the RPG-7 tube..
Apr 29 2022, 12:37 PM · Arma 3
mickeymen renamed T163651: After update 2.08, the player can't switch Titan Compact/PCML fire modes! from After update 2.08, the player can't switch Titan Compact/PCML fire modes! to FIXED.
Apr 29 2022, 12:32 PM · Arma 3