Found thing for c) scenario class SoundBurning
F3953191 ← repro scenario, start it as SP or hosted MP, take closer to AI on campfire flame, you are able to hear burning sounds from them;
But if launch it on dedicated server AI will not play burning sounds more.
see YT video how to repro
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Apr 9 2024
You don't need to put this config sample anywhere since my proposal has not been implemented. If it is implemented, as I wrote, you will be able to add such configs to mission config.
Well, unfortunately I'm not quite sure where to put this or how to load this. Can you give me some hint on how to add this?
Apr 8 2024
I think it would be nice if configuration of ViV transport functionality was also read from mission config. This will allow mission makers to add ViV transport functionality to vehicles that don't support it (whose models will likely never be updated), overwrite, or add extra configuration of ViV transport to vehicles that support it.
A possible configuration for Van might look like this:
class CfgVehicleInVehicleTransport { class C_Van_01_transport_F { class Cargo { ... }; class Carrier { ... }; }; };
Apr 7 2024
Revision: 151680
Yes Kju-Pscene.
The whole knowsAbout-reveal system is a bit of a mess unfortunately.
Apr 6 2024
Or maybe call it setCustomEntityInfo by analogy with getEntityInfo, getModelInfo commands
I'd like to also ask for custom picture.
Apr 5 2024
This issue is still present with 2.16.151618.
After searching I found the CfgVehicle pages - and they list the Offroad (covered) / (comms) as VIV-compatible. So I loaded up the editor and played around with them - and was able to fit quite a lot of small crates and even the barrels into them. Also: Although the page lists them as "Cannot be transported" I'm able to load a stuffed Offroad onto a HEMTT Flatbed.
TLDR: The base mechanis I'm asking for are already in the game - but only to a very limited subset - and without actions for loading cargo (currently one can only load "vehicles" as in "cars" - but not as in "crates").
Adding those "loading" actions in a rather generic way seems simple - but it would be nice if this would be added to the game itself without having to script it.
In addition my base request still is: Please also enable it for the regular Offroader (as there's no logic behind why an enclosed vehicle can load cargo while it's not enclosed base model can't) and the small Truck. Maybe it would be possible to have both at the same time: infantry and cargo with shared spots.
Also also: Please add a way to somehow chose the spot a cargo is added to. Currently the auto-add feature aligns the cargo from front to back and in the middle. Playing around with multiple cargo at once there's clearly space for adding two Supply/Uniform boxes.
Another example is when one adds a Basic Weapons first and then a Supply Box the later added supply box turns 90 - but if you remove the first added the supply flips back and you can't re-add the basic.
It's so a nice feature - and as it's part of the game for so long it's sad to see it never got any polish over the years.
In T175562#2590856, @dedmen wrote:isADS would be https://community.bistudio.com/wiki/cameraView == "GUNNER"? If so then I don't think I can do that. That wouldn't work for AI's which don't have camera, and would also be a problem in MP.
That would always return the state of the players camera. I could check if the unit holding the weapon == cameraOn. In all other cases it would always be zero?
You'd have to combine it with isselected anim source, to make sure you don't animate when player is in ADS somewhere else.
I'm pretty sure that remote units camera state is broadcasted because it changes for you automatically when you watch remote players with _remotePlayer switchCamera "INTERNAL" it follows whatever camera view that player is having on their client.
That would be same spot as bipod_length, bipod, bipod_mounting, revolving, reloadmagazine sources.
Added in 2.18.
But not sure if we will do the required config changes in base game.
Requires this
Apr 4 2024
i prefer to keep it short, but if someone needs the file ending, a 2. variant doesnt hurt
I think the file extension in there would still make sense, because script files don't need to end in .sqf
But that matters so rarely, it might make sense to split it into a second definition?
Apr 3 2024
Although I'm a bit late to the party: The DxDiag log shows no dedicated GPU in the system - and the iGPU of the 3470 ... welll, I wouldn't even try Minecraft on that. I'm surprised that this system is even able to start up A3 at all ...
Anyway - if you still stuck with that optiplex (a platform that was already old when A3 released) you better get some cheap dedicated gpu. The crash likely happen due to the very small allocated vram of just 32mb. But I doubt that increasing this to the required minimum of 512mb will help - if it's possible to set it.
Fixed in Dev build 151641.
Resolved in Dev build 151641.
Fixed in build 2.16.151618.
There is simply a script running during the freeze, a very very long running script it seems.
RTDynamics dll was outdated.
We have published the wrong one to google drive.
Here is the correct one https://drive.google.com/drive/folders/1IgD3SMZoaKmcV5Nz8qtH-J9L21-a7Eiq
I downloaded two modes guns of the green sea - cold war retextures and sa'hatra:army of saddam in steam work shop but when I entered the game and editor it doesn't show these mods units and in my launcher extension for these mods show none
my game is updated to the latest version please help me
and this is my steam account behdad_ahmz2
Apr 2 2024
Here's the crash report:
Thank you for the report we will have a look and see what can be done.
next dev or prof
At the end of a Eden scenario, all objects are cleaned up, and if their reference count goes to zero they are deleted. And usually at this point an object only has one reference to it.
Eden has a "mouse handler" that checks what is under your mouse cursor, and stores a reference to the object under the cursor.
Ok, closing.
Apr 1 2024
In the attachment, I added a report created on a client with a hung Arma 3 process.
Mar 31 2024
seeing this a lot with helper objects (sign_sphere10cm_f) when creating locally on 0,0,0
Mk200 machine gun (silenced)
Same issue of config's Sound Shader duplication, Mk200_silencerTailInterior_SoundShader value must be removed from class Mk200_silencerTail_SoundSet
Leads to the same sound problems as in the video above
Video compare buggy/fixed https://youtu.be/6lMOGQ8U5Jg
Mar 30 2024
@Geez
Hey. Since in the article for DayZ regarding 2024 Terrain Builder improvements were mentioned, I would like to do a little reminder that this bug is still in the Terrain Builder used for DayZ Tools.
additional from T180211
Mar 29 2024
same as T170228 pretty much
It’s far from perfect but a small solution for now :)
Mar 28 2024
problem solved