Intressting about it is the mag appears for a moment in the inventory and gets "deleted". Can happen moving mags from the weapon into a container too.
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May 11 2024
May 10 2024
Fixed in dev build 151781.
Fixed in Dev build 151781.
May 9 2024
There are reports that this can also happen when the unit does a gesture partway through a reload. (See: Arma Discord > arma3_feedback_tracker)
In T126046#2602464, @NikkoJT wrote:I think you need to read a bit more carefully.
KK added a revision number (i.e. the change number for the problem being fixed) and changed the task status to Feedback, as in "waiting for feedback on whether the fix worked".
May 8 2024
I tested addMagazineCargo, addItemCargo and addMagazineAmmoCargo, all are fixed. Tyvm!
next dev/prof
The submunition being spawned multiple times is actually normal.
Every shot has a local-only copy on every player. But they should be flagged as being local and not cause effects like that.
In T154359#2602895, @dedmen wrote:We're switching from "the target that was last shot at" to "the target we are going to shoot at". I think that fits.
Works for me
getAttackTarget isn't well defined.
So it returning the "target the unit is told to attack" seems correct.
We're switching from "the target that was last shot at" to "the target we are going to shoot at". I think that fits.
next prof/dev
I love it. It's easy to play. I will win all these cookie clicker 2 missions.
May 7 2024
next prof/dev
May 6 2024
I think you need to read a bit more carefully.
@Bis! 9 years have passed, Instead of fixing it, you only change the status of this problem, 9 years later! Looool!
Mod makers fixed this themselves a long time ago!
The Grenade Window Breaker mod works for both hand and UGL grenades...
@Bis! 9 years have passed, Instead of fixing it, you only change the status of this problem, 9 years later! Looool!
false report - after extensive debugging turns out was likely viewdistance related
In T154359#2602361, @dedmen wrote:The weapon the unit is using, knows what its told to shoot at.
We could say "If you are told to shoot something, that should be considered target"
That would be doable, if unit has no assigned target, check if its weapon is told to shoot at something and use that instead..
Repro mission is a bit meh, only updating every 0.5s
replacing with a onEachFrame makes it much easier to see
Ugh this is a mess.
Fixed next profiling/dev branch
Any chance to see removeMagazineTurret get the same treatment as addMagazineTurret did (i.e. getting a third optional parameter specifying the ammo count)?
Can you close https://feedback.bistudio.com/T122981 and https://feedback.bistudio.com/T80537, as they are related to the fix?
It's not really related to this, but https://feedback.bistudio.com/T79683 can be closed too.
May 5 2024
Revision: 151791
Revision: 151791
Revision: 151791
Revision: 151791
Revision: 151791
Revision: 151791
Revision: 151791
Revision: 151791
Revision: 151791
Revision: 151791
Revision: 151791
Revision: 151791
Revision: 151791
Revision: 151791
EHs extended instead
Rev 151794
The game already has destroyable doors, they are glass doors. So I thought maybe allowing wooden doors to break wouldn't be such a big task.