Lead is denser than tiny fishing steel, and slugs occupy more space within a shotgun shell compared to pellets.
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Arma 3 Activity
Today
Yesterday
O <a href="https://termoinfinito.com">modo ilimitado do Termo Infinito</a> permite que você jogue quantas vezes quiser, sem limites diários, ideal para treinar o cérebro de forma constante.
Very important: there is a persistent profile tracking used in this campaign. If you've ever tripped the collateral damage previously, you must replay the whole campaign (mission 1 can reset the tracking it at its ending), otherwise you will still not get the achievement.
I'm not convinced what's happening is connected to saving and loading. From testing and investigating, I think you're simply seeing the effects of random scripted artillery strikes attributing to collateral damage wrongly. It would be great to retest with the changes in the detection system from https://feedback.bistudio.com/T170768. If it still happens afterwards, I'll dive deeper.
I've tried to rework collateral damage detection in both "Altis Requiem" campaign missions where it's used. The "BuildingChanged" EH was indeed the main culprit. Combined with scripted ambient artillery, it would tally destruction of civilian buildings that the player had no control over. In addition, actions by NATO also were attributed to the player (AAF). The player calling mortar support on the town will still count.
Thu, Jul 31
Wed, Jul 30
Tue, Jul 29
Mon, Jul 28
up
Sun, Jul 27
Sat, Jul 26
Has the bug been fixed ?
You need to understand how Event Handlers interact in Arma 3 to get them to work properly. Geometry Arrow challenges you to decipher each obstacle pattern and rhythm to conquer the level with absolute precision.
It seems that the first AI member in a group actually can detect stairs and move up them, but only when I order the group to move to an actual building position. For example, if I am outside of the barracks building and order a "move there" and the cursor detects a building position, the first AI member will use the stairs and go up, but the members behind him will not. They still get very lost.
Fri, Jul 25
Thu, Jul 24
It sounds like you’re experiencing a signal encoding/decoding mismatch between your laptop and Denon amplifier. Since your setup works perfectly in games (Skyrim, Witcher 2, etc.), but fails in other applications, here are a few troubleshooting steps:
"water" controller is 0 if position is above water surface, and 1.0 if position is below water surface.
This sound controller will be very useful for CfgAmmo, for example to implement a request from this ticket T182345
With the "sea" controller, it is not possible get best result, because e.g. on an aircraft carrier at sea if throw grenade on surface of object the sound will be a water splash, sea=1 does not take into account height or being in/on water
Wed, Jul 23
We already have a separate hitsound for water hits, but that is determined by the explosion, happening within 5cm of the water surface, not whether its below the water.
I tried adding this in profiling branch v9 and 2.22, but you never provided a example to test with (which is why this ticket has been laying around for so long), so I don't have anything now to test it either and not the time to learn audio configs and make my own explosive.
This was indeed only possible in CoF: Green, because the other CoFs freeze you at the start. It's also only possible the first 5 times for a new player profile.
Tue, Jul 22
Here is an additional video to explain why i need this issue to be fixed. It's really important for me.
https://www.youtube.com/watch?v=wFlT0jscueo
Mon, Jul 21
Sun, Jul 20
Sat, Jul 19
Fri, Jul 18
Does it still do that after the fix for
@tiny fishing This is a crash related to the launcher. Even if it occurs during gameplay, it shouldn't have any impact on the game itself.
Thu, Jul 17
Wed, Jul 16
After testing step by step, I discovered that the reason units weren't responding to the addForce function was because they had already been killed (this was an issue with my mod). So the conclusion is: addForce doesn't work on units that have just been killed — it takes a few seconds before it starts working normally. During that time, even executing _man awake true has no effect. Sorry for wasting your time. I think this case can be closed.
In T193324#2836024, @dedmen wrote:It sounds like your game cannot save to your "My documents" folder.
Inside the Arma launcher, go to Parameters. Under All Parameters/Advanced you will find "Profile Directoy", create some new directory somewhere for the game to store its data in.
Then try if it works then
Here are the conclusions from my further testing:
Here is a repoduction showing how it can be done. The game has been launched with no mods and default parameters.
https://www.youtube.com/watch?v=ScDzOJ0W18c
Tue, Jul 15
The error comes from steam and the error message is "STEAM_API_DLL TODO"
I don't know what's wrong, I cannot reproduce it when I update my own workshop mods. I don't know how to fix it if I can't even see what's actually wrong.
We also added native ultrawide handling a year or two a go
description.ext goes into missions, not mods.
That is caused by https://feedback.bistudio.com/T192972
Please check that you are running the latest steam client available for windows 7.
It sounds like your issue is actually caused by outdated steam client.
I know there is a newer version available on windows 7 that does work
Please follow this to provide the files we need https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
allDiarySubjects does the same.
Yeah, fair enough. I just thought it was a weird bug so I felt like I might as well report it.
This is probably because the landAt command was partially broken. Its fixed in the latest profiling branch I assume that fixes this too.
Again, the reported issue only occurs in local mp and sp environments
it throws up a warning (attached)
Nothing is attached.
Need a repro mission