In T172751#2467536, @dedmen wrote:Revision 150736 now deleteVehicle also works on them
(allMissionObjects "#track") apply {deleteVehicle _x} will now delete all tracks (its not instant, they disappear next simulation cycle)
(allMissionObjects "#mark") apply {deleteVehicle _x} will now delete all footsteps
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Feb 2 2024
Feb 2 2024
FlyingSaucer updated the task description for T178823: Player picking up weapon dropped by ai allows player to use AI exclusive fire modes..
FlyingSaucer added a comment to T172751: Vehicle Tire Marks On Terrain Are Not Garbage Collected Correctly..
Jan 31 2024
Jan 31 2024
Targetingsnake added a comment to T177591: Implement Support for Ultra-Widescreen-Settings within UI.
thank you guys :)
ACRaptor added a comment to T174060: M40 Sniper Rifle 3-9x optic inaccurate zero, probably uses PVS-2 offset zero..
Update: Noticed that zooming in with the 3x-9x pulls the reticle out of center and down into the right.
Oh the Video seems to be encoded using Av1
Jan 30 2024
Jan 30 2024
but you will have to execFSM with allowTerminate param
We will add a "Auto" ultra-wide option. That should take care of you.
Its the same as the old Auto but it disables triple-head.
Dev branch tomorrow. maaybe profiling branch
ignoreForTargeting _unit or _unit setKnowledgeLimit 0 would be nice as well
Jan 29 2024
Jan 29 2024
Looks like removing all action "preprocessings" was a bit too much and it breaks some actions. I'll have to go case by case
Leopard20 changed the status of T177447: An instant alternative to execute entity actions from Feedback to Assigned.
Leopard20 changed the status of T177407: [Feature Request] setCompassDeclination for Magnetic Declination from Assigned to Feedback.
Yes exactly.
Terminating FSM would mean removing it from scheduler on the next simulation so it would just stop running at unknown part of its execution. Is that what you are after? Isn't it better to have controlled FSM exit rather than "eject"?
Hey there!
The integration of an exposed weapon or some form of weaponry into the HMETT holds the promise of augmenting its capabilities for a more versatile and impactful role in military and tactical operations. Nevertheless, careful consideration and adherence to ethical guidelines are paramount to ensure responsible and lawful deployment.
https://en.wikipedia.org/wiki/Heavy_Expanded_Mobility_Tactical_Truck rails
You can always set an FSM variable that would direct your FSM to the exit state.
Jan 28 2024
Jan 28 2024
AFAIK forgetTarget is only temporary - aka when the enemy is still within view/distance/can be noticed again, the enemy will become known again
BIS_fnc_KK changed the status of T178698: [Feature Request] Add SQF command setRotorShearState from New to Feedback.
Revision: 151327 setHitxxx commands extended
BIS_fnc_KK set Ref Ticket to AIII-56235 on T178698: [Feature Request] Add SQF command setRotorShearState.
Hi. Found this exactly same problem when set "map factor" bar setting left.
In vehicle you open and close map many times, all 3D sounds get silence and not reset back.
After this problem, if you set "map factor" bar right, 3D sounds volume work opposite when open and close map.
I tried with the two EHs but this code did not prevent the tigris from shooting my pawnee:
Jan 27 2024
Jan 27 2024
BIS_fnc_KK changed the status of T178690: HRotor of helicopters ignores HandleDamage for rotor collisions from New to Feedback.
BIS_fnc_KK added a comment to T178690: HRotor of helicopters ignores HandleDamage for rotor collisions.
Revision: 151324
BIS_fnc_KK set Ref Ticket to AIII-56233 on T178690: HRotor of helicopters ignores HandleDamage for rotor collisions.
Leopard20 changed the status of T166409: [Feature Request] New syntax for `hideObject` command to hide specific LODs from New to Assigned.
In T178591#2559564, @dedmen wrote:Newtarget is not feasible.
Target is already detected before its known. NewTarget triggers, while nearTargets still returns empty list.
Then when unit becomes known, it appears in nearTargets, but NewTarget wouldn't trigger, because the target has already been in the list, it was just updated. And for that we already have KnowsAboutChanged.
Looks like a won't do.
This is being added in 2.16 for deleteVehicle. Makes sense to add it for other types too.
Jan 26 2024
Jan 26 2024
Newtarget is not feasible.
Target is already detected before its known. NewTarget triggers, while nearTargets still returns empty list.
Then when unit becomes known, it appears in nearTargets, but NewTarget wouldn't trigger, because the target has already been in the list, it was just updated. And for that we already have KnowsAboutChanged.
Looks like a won't do.
We'll try to research and provide some documentation on the timeouts of different WP types.
dedmen changed the status of T177862: [Feature Request] Add a key combo to end loadingscreen - ie when its stuck due to a sqf error from New to Feedback.
ENDLOAD cheat code. Does the same as the internal key combo
Next week dev branch
TRAGER added a comment to T178412: Laser Guided Artillery Shells do not work outside of Artillery Computer.
The LG shells for some reason work as Guided shell i.e. fly to the screen centre
- Guided shell must work this way
- LG not
I'm sure Arma 3 LG artillery should work like this: LG shell fired and fly like general (ordinary) HE shell but on target approach projectile must seek for a laser and correct his fly to the target
As like it do vanilla LOAL bombs (e.g. GBU-12)
Jan 25 2024
Jan 25 2024
kju-PvPscene added a comment to T178527: [Logging] Expose to public dev branch and expand model verification logging.
@dedmen Thank you for checking!
dedmen added a comment to T178527: [Logging] Expose to public dev branch and expand model verification logging.
That message isn't easy to expand.
Also this is not problematic. It means it ran past our pre-allocated storage. The array will just expand dynamically and work fine. It just means we allocate twice.
Unless it spams that message, its not actually a problem that needs solving.
Jan 24 2024
Jan 24 2024
next week dev branch, and 2.16
dedmen added a comment to T172970: Laser pointer beam is invisible if object view distance lower 526 meters and player direct laser to the air.
That is because view distance is based on the center of the object. And the beams center is in its center, so far away.
Though max beam length is 1000m, so it really should be 500m.
TRAGER renamed T164449: 7.62 & 6.5 Miniguns and Coaxial machine guns tail Sound Sets are glitchy from 7.62 and 6.5 Miniguns and Coaxial machine guns tail Sound Sets are glitchy to 7.62 & 6.5 Miniguns and Coaxial machine guns tail Sound Sets are glitchy.
TRAGER updated the task description for T172970: Laser pointer beam is invisible if object view distance lower 526 meters and player direct laser to the air.
Jan 23 2024
Jan 23 2024
In T178591#2558121, @dedmen wrote:You're writing about new command. But all I see is new eventhandler?
gc8 renamed T178591: TargetAcquired event handler from TargetAcquired Command to TargetAcquired event handler.
dedmen set Ref Ticket to AIII-56220 on T175507: Laser attachment parameters (beam width and dot size) not working on IR lasers.
You're writing about new command. But all I see is new eventhandler?
No repro on latest internal build.
No repro on latest profiling branch.
No repro on 2.14 stable.
Jan 22 2024
Jan 22 2024
Here is another video of the issue, completely destroying FPS and stuttering when shooting near these large rocks, this time in Gabreta.
https://youtu.be/4lgHVz2HGQM?t=272
LSValmont added a comment to T152438: Significant FPS Drop When Shooting Men Near Large Editor Placed Rocks.
Here is another video of the issue, completely destroying FPS and stuttering when shooting near these large rocks, this time in Gabreta.
dedmen added a comment to T178384: [Feature Request] WeaponChanged and MagazineChanged eventhandler.
https://feedback.bistudio.com/T177742 because Magazine is also a WeaponSlotItem
dedmen added a comment to T178177: Steam Deck Arma 3 Launcher Doesn't Handle Mods Correctly & We Need Ability To Disable Downloading Certain Subbed Mods..
Arma 3 fix will be in 2.16 update.
DayZ Team has been informed. Thank you!
thanks
Jan 21 2024
Jan 21 2024
Leopard20 changed the status of T167261: [Feature Request] New commands for filtering arrays of objects. from New to Assigned.
Leopard20 set Ref Ticket to AIII-56215 on T178578: Allow player to perform first-aid when able to crouch in water.
scalespeeder added a comment to T178177: Steam Deck Arma 3 Launcher Doesn't Handle Mods Correctly & We Need Ability To Disable Downloading Certain Subbed Mods..
Happy to report that dedmen Utils.dll fix did indeed work, the Arma 3 Launcher on Steam Deck recognized the location of the mods. Bravo!
Leopard20 changed the status of T178578: Allow player to perform first-aid when able to crouch in water from New to Assigned.
BIS_fnc_KK changed the status of T127838: Mission Event Handler PlayerViewChanged does not run for non-server players sometimes. from New to Feedback.
BIS_fnc_KK added a comment to T127838: Mission Event Handler PlayerViewChanged does not run for non-server players sometimes..
Revision: 151304
BIS_fnc_KK changed the status of T127894: [Stable] "PlayerViewChanged" MissionEventHandler broken in MP from New to Feedback.
BIS_fnc_KK added a comment to T127894: [Stable] "PlayerViewChanged" MissionEventHandler broken in MP.
Revision: 151304
BIS_fnc_KK set Ref Ticket to AIII-56214 on T127838: Mission Event Handler PlayerViewChanged does not run for non-server players sometimes..
BIS_fnc_KK set Ref Ticket to AIII-56214 on T127894: [Stable] "PlayerViewChanged" MissionEventHandler broken in MP.
not sure, need to investigate, all I can say this is not a bug it is working as intended now
Jan 20 2024
Jan 20 2024
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