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Sep 19 2023
Sep 18 2023
Sep 17 2023
Closing this.
In T175509#2500188, @Leopard20 wrote:Set shadow distance to any large number (500m, 1km or above)
Shadows were never meant to be set above 200m
But we are here - last update allows it without scripting. also, this does not negate the fact that this happens at 200 meters, just further increases intensify it more and this becomes noticeable even on powerful hardware.
it would be great to fix this since the A3 really lacks shadows at long distances
Sep 16 2023
Set shadow distance to any large number (500m, 1km or above)
Shadows were never meant to be set above 200m
completion radius was being ignored before, but now it is in some way having an effect on the waypoint
Yep exactly.
BTW I said Notepad++ not Notepad. Don't use notepad...
thanks for your feedback and tip on how to edit it via notepad. I am 100% sure anyway the issue came after a 2023 game update, because I didn't edit this campaign since 2022 and every waypoint with such radius settings were working fine. Perhaps, completion radius was being ignored before, but now it is in some way having an effect on the waypoint and cancelling it
Cannot confirm. You're probably setting the waypoint too close to the unit. Try setting it a bit further.
is any official fix provided for this issue?
Sep 15 2023
I understand it's how the game works, however when disassembled a drone should be hidden from the zeus interface, to prevent issues.
In T175455#2499589, @SaMatra wrote:Perhaps a scripting command to pull burst counter out of the soldier\weapon\mag instead?
Revision: 151018
Perhaps a scripting command to pull burst counter out of the soldier\weapon\mag instead?
This is just how the game works under the hood. When you disassemble a drone into a backpack, it gets hidden (moves out) so vehicle retains all of its properties - weapons, ammo, fuel, damage, variable space, variables keep pointing to it, etc.
Sep 14 2023
quick search finds instances of fresnel with k=0 in following files on P-drive:
\a3\animals_f\Snakes\Data\Snake_Dice.rvmat \a3\armor_f_gamma\MBT_01\Data\decals_glass.rvmat \a3\structures_f_enoch\civilian\Houses\data\Village_pub_MLOD.rvmat \a3\armor_f_tank\AFV_Wheeled_01\Data\decals_glass.rvmat \a3\structures_f_exp\industrial\Port\Data\MobilCrane_01_F_super.rvmat
and 0.0 in
\a3\structures_f_exp\infrastructure\Airports\Data\Airport_02_hangar_Alfa.rvmat \a3\weapons_f\acc\Data\fake_optics2.rvmat \a3\structures_f_exp\industrial\Port\Data\MobilCrane_01_F_super.rvmat
Just chiming in to mention that addMagazineAmmoCargo supports negative magazine quantities with 2.14. It doesn't work with magazine ids, but can remove the magazine with specific round count from the container, which seems usable enough for "magazine repack stuff".
Sep 13 2023
Alternatively a reverse for if the firemode is burst could be useful. For example, first shot could be index of 2 if it is a 3 round burst.
Sep 12 2023
Profiling v1
Yeah, I'm having the same issues as well, would love to know a fix
Issue was fixed internally.
Full repro (DS and multiple players required to be certain, but may also happen in P2P MP):
Sep 11 2023
This wreck has been in the game since beta and I remember people asking to bring this van back a lot of times. I guess it was just not up to A3 quality and wasn't included in the final game. Now that T-100X was dug out of pre-alpha content stash, maybe somebody could shed some light on this van too.
Still need this feature.
Still very much needed.
Still an issue.
Looks like everything is fixed, can be closed as resolved.
Fixed, can be closed as resolved.
Tested, works good. Can be closed as resolved.
Tested, works good. Can be closed as resolved.
This still needs attention. Make flares bright again!
Can be closed as resolved.
Can be closed as resolved.
Sep 10 2023
To make it clearer and more useful I rewritten this part of proposal with more explanations.
To avoid braking of backward compatibility
we can introduce new commands with slightly
different name, but same behaviour as normal
counterparts, except for hasmaps:
Yeah. Did some tests tonight. It appears that the gun stops working as soon as there's another player in the vehicle. If there's only one player+ai, first shot is wasted but then it works without problems
Sep 9 2023
There's some kind of locality issue when there are multiple players in the vehicle. It seems like the railgun functionality requires the vehicle to be local, but locality isn't changing or the change isn't being detected by the railgun functionality.
it happens without any mods installed
Sep 8 2023
Same issue:
https://feedback.bistudio.com/T175242
No the way it works is:
class sgun_HunterShotgun_01_sawedoff_F: sgun_HunterShotgun_01_sawedoff_base_F { submunitionConeCoef = -0.5; };