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May 10 2016

GrumpyOldMan added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

Still no change on this issue. (1.54)

May 10 2016, 6:52 AM · Arma 3
GrumpyOldMan added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

Still the case in 1.46 stable.

May 10 2016, 6:52 AM · Arma 3
GrumpyOldMan added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

Went through some testing again on this issue now that the Helicopter DLC is out and a new command "setPilotLight" has been added.

Much to my disappointment, the "setPilotLight" command is basically the same as the "LightOn"/"LightOff" action, no matter the behavior setting of the group, the lights are always turned off as soon as they light up (at max. 2-3 frames).

Despite the last comment from Iceman that these reflector lights are only being used during TakeOff/Landing procedure I've yet to see AI heli pilots do such a thing.

Can we get a solution to this so we can finally skip the need for ridiculous workarounds just for having a pilot enable his lights?

This was working just fine in A2 and A2:OA for years without disturbing anyone, why this was changed in A3 is beyond me.

Would love some further input on this issue.

Cheers

May 10 2016, 6:52 AM · Arma 3
GrumpyOldMan added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

In Arma2 choppers would use their lights/searchlights/reflectors or whatever you want to call them when in SAFE or CARELESS mode (see picture), which was perfectly fine. It just doesn't work in arma3 anymore.

In Arma3 choppers will only use the collision lights, while every single jet (see pictures) will use the reflectors in SAFE or CARELESS mode. So there's definitely some inconsistency with the reflector usage.

It would be great if it could be like it was in arma2 where SAFE or CARELESS meant: reflectors on.

AWARE could be reflectors off, collision lights on, and COMBAT/STEALTH reflectors off, collision lights off.

Cheers

May 10 2016, 6:52 AM · Arma 3
GrumpyOldMan added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

Any new conclusions on this?
Having AI controlled choppers with controllable (by mission maker) reflector lights would be nice to have. One of those features I'm missing from Arma2.

Cheers

May 10 2016, 6:52 AM · Arma 3
GrumpyOldMan added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

Any chance that this will get fixed anytime soon?
Running a script that turns the main light on every frame is a bit much if you're running multiple choppers...

May 10 2016, 6:52 AM · Arma 3
GrumpyOldMan added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

Still true on the current devbranch.

May 10 2016, 6:52 AM · Arma 3
GrumpyOldMan added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

Uploaded picture, ground vehicles are working fine, vehicles that have additional collision lights won't use main lights when set to safe.

May 10 2016, 6:52 AM · Arma 3
GrumpyOldMan added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

This has been the case since Alpha and is still the case with the release of the third campaign episode "Win"...

May 10 2016, 6:52 AM · Arma 3
GrumpyOldMan added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

Unfortunately this is still the case in the current stable branch (1.10)

May 10 2016, 6:52 AM · Arma 3
GrumpyOldMan added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

This is still the case on the current stable branch 1.12.115915.

"Configured lights, position lights and collision lights of both planes and helicopters" - spotrep #00019

What exactly has been reconfigured as stated in the patchnotes?

May 10 2016, 6:52 AM · Arma 3
GrumpyOldMan added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

This is still the case on the current Version (1.08)

May 10 2016, 6:52 AM · Arma 3
GrumpyOldMan added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

I would really like to have some developer look into this since it's apparently only a small tweak in the vehicle configs to fix this. would really help mission designers since the current "workaround" is basically to repeatedly force the vehicle light to turn on, which is not a solution for performance dependant missions.

May 10 2016, 6:52 AM · Arma 3
GrumpyOldMan added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

Added updated mission file for reproduction.
It looks like the AAF jets are handling their lights just fine, so it might be just a small edit in the config files of the vehicles to fix this issue.

May 10 2016, 6:52 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.
May 10 2016, 6:52 AM · Arma 3
GrumpyOldMan added a comment to T73830: Road Signs are pretty hard to see at night..

The problem here are not the road signs, but the vehicle lights.
All vehicles are currently lacking some high beams.
When driving a car you want to use high beams going 70km/h+ so you can spot things that are further away.
Try and drive under 70km/h on Altis on a pitch black night and you'll see what I mean, comes pretty close to reality.
That's why you always drive only fast enough to stop within your viewing range.

May 10 2016, 6:52 AM · Arma 3
GrumpyOldMan added a comment to T73267: When I eject from a moving helo I die instantly..

Can confirm this.
Ejecting from a passenger seat in any moving chopper will kill the player/his team most of the time.

May 10 2016, 6:33 AM · Arma 3
GrumpyOldMan added a comment to T72863: Not enough light sources in the editor.

I always wondered about a reason why they removed it.
Maybe there's a limit to light sources or something like that.
Especially the old searchlights are missing, new lighting but nothing usable to show it off.

May 10 2016, 6:23 AM · Arma 3
GrumpyOldMan added a comment to T72453: Units shoot units if they're not "really" from their side.

Confirmed, but I think it has to do something with the way the units are being spawned.

When placing an OPFOR soldier, and making him the group leader of a blufor rifle squad while setting his presence to 0 it's working just fine.

May 10 2016, 6:13 AM · Arma 3
GrumpyOldMan added a comment to T72448: AI is unable to climb on solar tower.

I tried to get a squadmember to climb up the tower before posting my previous comment. It never showed the building positions, so I guess it's still valid. ;)
Uploaded a few pictures, as you can see there's no position indicator showing up, not even when I try to get a better line of sight to the tower.
See that the position indicator is showing up just fine on the last pic using a different building.

May 10 2016, 6:13 AM · Arma 3
GrumpyOldMan added a comment to T72448: AI is unable to climb on solar tower.

Uploaded a picture.
It's pretty obvious.
It's a tower, and it has "SOLAR" written all over it.
What other building could possibly fit the description "Solar Tower"?

May 10 2016, 6:13 AM · Arma 3
GrumpyOldMan added a comment to T72446: Suggestion - add different types of missiles/rockets for the MLRS.

Got my vote on that one.
The MLRS should have a wider variety of rockets to choose from.

May 10 2016, 6:13 AM · Arma 3
GrumpyOldMan added a comment to T72445: Hold RMB should not zoom in new scopes like nightstalker..

Just use a seperate keybinding for zoom temporary (view)/hold breath (weapons).
This is not the scopes fault.
Downvoted.

May 10 2016, 6:13 AM · Arma 3
GrumpyOldMan added a comment to T72340: Most of the vehicles at under 10 km/h autobrake.

The way those Vote Up/Down buttons are positioned is really awkward.
Voted up because this autobrake makes it impossible to crawl through towns in tanks.

May 10 2016, 6:10 AM · Arma 3
GrumpyOldMan added a comment to T72304: Countermeasures modes don't work.

Hasn't this issue been ingame since early alpha?

Maybe we should start using words like "imba", "OP" or "unbalanced", since tickets containing these words seem to get acknowledged faster.

May 10 2016, 6:09 AM · Arma 3
GrumpyOldMan added a comment to T72290: AT mines and explosive/satchel charges almost useless against tanks.

@heyvern69:
was this outside of a mission in the editor?
if yes, can you provide coordinates?

May 10 2016, 6:09 AM · Arma 3
GrumpyOldMan added a comment to T72244: Ammo/Fuel resupplies have ridiculusly low capacity to resupply vehicles.

I got curious and tried to sync artillery guns to vehicle ammocrates and ammo trucks, which would refill them like it did in arma2.
It's doing nothing in arma3.

May 10 2016, 6:07 AM · Arma 3
GrumpyOldMan added a comment to T72244: Ammo/Fuel resupplies have ridiculusly low capacity to resupply vehicles.

Back in arma2 you could give turrets basically unlimited ammo when syncing the vehicle/static weapon with an ammo truck/vehicle ammo crate.
This doesn't seem to be working anymore.
I can confirm what Rewan said, as long as a vehicle has any kind of ammo it will rearm fine up to a certain point. If it's running out and has no more magazines for its weapon turrets it won't ever rearm again.

May 10 2016, 6:07 AM · Arma 3
GrumpyOldMan added a comment to T71969: When opening map, disable map textures by default.

This could be an option under "Game Options".
There's even some space for it left.

Come on devs, you know it's meant to be!

May 10 2016, 6:00 AM · Arma 3
GrumpyOldMan added a comment to T71230: Character Ragdoll has become very unrealistic....

Working on a garrison script I've encountered AI Units that were dropping from the first floor to the ground, in a very cartoon-ish manner, looks like they're performing some weird breakdance animation for a split second, with all limbs touching the ground, then getting up again.

Happens pretty much all the time.

May 10 2016, 5:39 AM · Arma 3
GrumpyOldMan added a comment to T70864: AI cannot be forced to sprint using forceSpeed or setSpeedMode.

Wondering about this myself, main purpose would be to have sprinting civilians, right now they're just doing some calm jogging while it's raining 155mm shells near them...

May 10 2016, 5:27 AM · Arma 3
GrumpyOldMan added a comment to T70822: setObjectTexture doesn't work on some vehicles.

Is it possible to add this command for the box on the civ truck (boxer) and the HEMTT equivalent?
As of right now the box seems to be ignored.

May 10 2016, 5:26 AM · Arma 3
GrumpyOldMan added a comment to T70752: Something obstructs view of 3d-sights when shooting Zafir..

What kind of steroid ridden supermutant does one have to be to carry a titan launcher, a zafir AND a (probably filled to the roof with AT missiles) caryall?

That said, can confirm this issue.

May 10 2016, 5:23 AM · Arma 3
GrumpyOldMan added a comment to T70485: It should be able to command your AI not to use their sound supressor..

You can do this with opening the map - team and going through each units inventory.
There really should be a quick command for this.

May 10 2016, 5:14 AM · Arma 3
GrumpyOldMan added a comment to T70337: Pop-Up targets no longer work with 'nopop=true;'.

Oh wow, and I always wondered why I never could get nopop=true to work.

May 10 2016, 5:08 AM · Arma 3
GrumpyOldMan added a comment to T69966: Stop vehicles from self righting.

This issue is still in the game and is easy to reproduce.

May 10 2016, 4:55 AM · Arma 3
GrumpyOldMan added a comment to T68610: Continuous Horn Sound.

Couldn't the new sound loop command be used for this?

May 10 2016, 4:00 AM · Arma 3
GrumpyOldMan added a comment to T65549: Speed of sound simulation missing - vehicles.

Noticed this in Arma2 aswell, jet gets destroyed, jet engine sound stops as soon as the jet is being destroyed but the explosion sound is being delayed properly.

May 10 2016, 2:03 AM · Arma 3
GrumpyOldMan added a comment to T65209: "Variety" idle animations should play after minimum of X seconds.

The face touching animation can really be annoying, same thing happens when being a passenger.

May 10 2016, 1:51 AM · Arma 3
GrumpyOldMan added a comment to T65165: Light objects on the Map do not respond to switchLight "on", "off ", "auto "..

And another issue being ignored since early Alpha.

May 10 2016, 1:50 AM · Arma 3
GrumpyOldMan added a comment to T64494: Fins Attatchment to Rebreather Instead of Wetsuit.

Fins could be turned into an inventory only item.
So one could grab Fins from a supply crate, pack them into the backpack and automatically "equip" them when swimming.

May 10 2016, 1:26 AM · Arma 3
GrumpyOldMan added a comment to T64218: [New Scripting command] setCurrentTarget for already fired guided weapons.

GPS guided missiles with multiple waypoints, oh the possibilities...
Upvoted!

May 10 2016, 1:17 AM · Arma 3

May 9 2016

GrumpyOldMan added a comment to T60057: AI has 360 degree situational awareness and fires before fully turned around./ AI is too accurate,etc...

You really should add a repro mission for this (indeed terrible) ticket.

I placed an OPFOR rifle squad in the editor in a distance of 100m facing away from me with no foliage inbetween, broad daylight, no overcast with every soldier from the squad having a skill of 1.
Could easily sneak up on them crouched with slow walk, they didn't take notice of me until I was at a distance of 10m to them.

Added a repro mission for that.
AI doesn't have full 360° awareness.

I'd like to see a repro mission of this tickets description.

May 9 2016, 9:24 PM · Arma 3