Which version have you tried? 2.06? well it cant be it is published on 5th
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Oct 7 2021
Sep 20 2021
Sep 17 2021
I'm really sorry you are not happy with the fix we applied in 2.04, I haven't seen any complains except yours, so this was unexpected. I have re-downloaded 2.02 to compare, and while it is true, when optics are brought up, the movement is artificially restricted to stay within the screen boarders, this was the culprit for initial issue of unusable deadzone. At the moment the free swing is constant between all types of optics and sights, meaning, if you find 2 objects at a distance deadzone apart, the range of the barrel free movement before your body starts turning will be identical whether it is no sights, iron sights, optics or zoom in any of the above. This makes it consistent and usable. in 2.02 optics and zoom movement was limited to the screen borders, so if you would point your weapon at an object at the edge of deadzone and then zoom or bring up the optics, your aim would jump towards the screen center and you end up aiming not where you were pointing. After 2.04 you actually are aiming where you pointed.
Sep 16 2021
As intended. You can move deadzone slider to about half. I could have forced lowered it more so that the sights would never leave screen, but there was no reason as everyone is free to adjust it to their liking
Sep 15 2021
Should be fixed since rev 148197
Cannot repro
Sep 14 2021
fixed in rev 148195
Sep 13 2021
Sep 12 2021
I’ve passed your ticket to our config person let’s see what they say
Hi, Ive just tried with katiba in mp and sp, no problem, firemode stays full auto when getting out. Could you post detailed steps how to repro the bug please?
Indeed, at small downward angle after max speed reached the UAV starts rising. Interesting bug but it is burred deep in physics simulation so not fixable at this time.
Sep 11 2021
Your game display resolution might be misconfigured
Sep 10 2021
rev 148193
Sep 8 2021
in description.ext instead
Sep 7 2021
try RscEdit instead of ctrlEdit
Ay yai yai! You SPAWN search script on each key push and you dont even wait until it is finished! You can have millions of search scripts running at the same time without any order. try ["search", _this] call SELF;
rev 148170
maxLoad, setMaxLoad rev. 148169
Sep 6 2021
Is it 64-bit Linux that is causing it? Did it happen on 32-bit too?
Sep 5 2021
vehicle player addEventHandler ["VisionModeChanged", {systemchat str ["VEH", _this]}]; player addEventHandler ["VisionModeChanged", {systemchat str ["PL", _this]}];
returns [person, mode, TIindex, prevmode, prevTIindex, vehicle, turret] for both uses
rev 148155
Sep 4 2021
Sep 3 2021
thanks
Sep 2 2021
How do I test it in SP?
No idea what to tell you, I don't have this problem. hence cannot repro. Have you verified install, are you running mods?
Sep 1 2021
rev 148146
Cannot repro
I'm afraid
Aug 31 2021
In T152952#2229064, @NikkoJT wrote:These commands may be what you're looking for:
https://community.bistudio.com/wiki/getItemCargo
https://community.bistudio.com/wiki/getMagazineCargo
https://community.bistudio.com/wiki/magazines
In T152952#2229063, @h- wrote:@BIS_fnc_KK
Really badly worded :D but tried to say that the only existing command to get info about vehicle carried stuff is the "rearm ammo cargo" an ammo vehicle carries (getAmmoCargo), no command to get what the vehicle carries in the "inventory".
load, loadAbs extended rev 148140
Additionally, there seems to be no way the get given ammobox/vehicle transport container loads, only reammo vehicle rearming ammocargo load.
Aug 30 2021
Never mind
Aug 28 2021
because you are running win7. no worries should be fixed with next update
In T152952#2228142, @GhostIsSpooky wrote:The MAR-10 is quoted specifically on the Field Manual as weighing 4.4kg and has mass of 260 ingame. I don't think any other object or weapon has its weight specified anywhere, so it'd probably be the best baseline for any conversion to 'real' units.
Aug 27 2021
I think for simplicity one can imagine ounces, thus could be explained on wiki. Im still trying to weigh pros and cons of having max load setter
Aug 26 2021
I have a feeling that loadAbs is in ounces, and load is loadAbs / maxSoldierLoad
Aug 14 2021
crash should be fixed, yes, and thanks for reporting
Aug 13 2021
You have some file writing issues probably, antivirus, windows permissions, something else
rev 148073
Aug 12 2021
we can add consistent functionality via alt syntax
so to summarise, if current muzzle can be reloaded it gets reloaded with proper animation and that’s the end of reloading. otherwise it keeps searching for a muzzle to reload, and if it is not current muzzle, it reloads it without animation, and this is where reload ends? Sounds like it should just put another magazine into current muzzle, I think the idea was to mimic reload key press.
Aug 11 2021
This ^^^ I forgot how I did it years ago, exactly that packing pbo then launching server, takes seconds
rev. 148055
Do you exit the server all the way to the main screen before shutting down the server or just close server exe? Also why not create bat file which will launch both server and client, adding a line that will shut any if still running prior to relaunching?
Why is this a problem?
Aug 10 2021
Thanks for the video, finally I was able to reproduce
Your repro config loads "LucidaConsoleB", this is vanilla font
You obviously are doing something wrong. As far as I can see the game loads given font from config. Did you add font file?
Firstly I don't see number 9 at the top row to compare to this number 9. Secondly it looks exactly like vanilla default font. Thirdly, changing font in CfgWords/<world>/plateFont works for me without problems
This is just default font for Arma, I don't see any difference
Each vehicle can have override class PlateInfos