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Jul 12 2016

kylania added a comment to T119273: Tasks disappearing after closing arma and loading a saved game on return.

I'm not seeing this behavior. I did your repo steps with your mission and instructions. After resuming the mission my hold J icon was a white dot and my tasks looked like this:

Jul 12 2016, 5:59 AM · Arma 3

May 10 2016

kylania added a comment to T73321: AI can't target wheeled vehicles with Titan / PCML in some situations.

Armed with PMCL or Titan the AI wouldn't attack the Gorgon or Madrid. OPFOR with Titan wouldn't attack the Marshall, but with RPG would attack the Marshall. OPFOR Titan vs other armorded units did attack.

Maybe an issue with using AT vs the light APCs? Seems it's vs wheeled vehicles.

May 10 2016, 6:38 AM · Arma 3
kylania edited Steps To Reproduce on T72656: CamoNet objects don't have side CIV.
May 10 2016, 6:18 AM · Arma 3
kylania added a comment to T72435: Make the independent FIA placeable in the editor again. (scope=public).

You can just spawn them, they exist in all sides as a faction. No need for join group or hand editing SQMs, just use SQF to spawn them.

May 10 2016, 6:13 AM · Arma 3
kylania added a comment to T72435: Make the independent FIA placeable in the editor again. (scope=public).

There are already three groups.

BLUFOR FIA in the editor. B_G_Soldier_F and so on.
OPFOR FIA available via scripting: O_G_Soldier_F and so on.
INDEP FIA available via scripting: I_G_Soldier_F and so on.

Mission makers can already decide who's fighting who without resorting to setFriend, changing gear or anything excessive. You could probably make a client side only mod to add these to the editor even.

I totally agree that they should all be available in the editor, I can't think of any reason not to do so other than confusion, but this system is proving just as confusing anyway! :)

May 10 2016, 6:13 AM · Arma 3
kylania added a comment to T72435: Make the independent FIA placeable in the editor again. (scope=public).

No need for any of that, just spawn in the OPFOR sided FIA units:

_opforFIAGroup = [getMarkerPos "spawn", EAST, ["O_G_Soldier_TL_F", "O_G_Soldier_AR_F", "O_G_Soldier_F", "O_G_medic_F"]] call BIS_fnc_spawnGroup;

May 10 2016, 6:13 AM · Arma 3
kylania added a comment to T72435: Make the independent FIA placeable in the editor again. (scope=public).

FIA units are actually duplicated in INDEP, BLUFOR and OPFOR. Just INDEP and OPFOR are scriptable only, not in the editor for some mysterious reason Pettka mentioned.

May 10 2016, 6:12 AM · Arma 3
kylania added a comment to T72435: Make the independent FIA placeable in the editor again. (scope=public).

We're just gonna have a client side only addOn to unhide all these hidden things anyway, so why hide them in the first place?

Make them visible under all the factions for all I care. :)

May 10 2016, 6:12 AM · Arma 3
kylania added a comment to T71877: Ai with waypoint set on SAFE, CARELESS behavior are freezing after a few seconds..

I'd tried a different unit with a single MOVE about 200m away but i'll try a longer one when i get home :)

May 10 2016, 5:58 AM · Arma 3
kylania added a comment to T71877: Ai with waypoint set on SAFE, CARELESS behavior are freezing after a few seconds..

Not seeing this at all in my Dev Build.

May 10 2016, 5:58 AM · Arma 3
kylania added a comment to T71460: Script command broken..

Your test unit has no free inventory space which is why you're not able to add NVGs. Remove a box of ammo and it works fine. Or switch to another unit with more free inventory space.

May 10 2016, 5:46 AM · Arma 3
kylania added a comment to T71385: Helicopter Pilots no longer have NVGs by default.

Fixed in dev branch.

May 10 2016, 5:44 AM · Arma 3
kylania added a comment to T71385: Helicopter Pilots no longer have NVGs by default.

Seems to be fixed in Dev Branch and was acknowledged in the patch notes.

May 10 2016, 5:44 AM · Arma 3
kylania edited Steps To Reproduce on T71385: Helicopter Pilots no longer have NVGs by default.
May 10 2016, 5:44 AM · Arma 3
kylania added a comment to T71210: Cannot connect to empty UAV vehicle.

It's entirely intentional:

http://forums.bistudio.com/showthread.php?152866-Development-branch-discussion&p=2470272&viewfull=1#post2470272

"That is intended behaviour. You are able to connect terminal to the UAV of the same side. Empty UAV doesn't have any side (it has only camo of some side). That is the way how UAVs working right now and you can easily insert non-empty UAV, if you want to control it. Empty UAVs can be used as non-accesible vehicles in the mission or there can be inserted AI of desired side by script. If you think this is too confusing, you can create ticket in FT and we will reconsider that. Thanks for feedback" - DarkDruid

May 10 2016, 5:38 AM · Arma 3
kylania added a comment to T71210: Cannot connect to empty UAV vehicle.

You can spawn an empty flying UAV and fill it with controllable crew via:

myUAV = [getPos player, 0, "B_UAV_02_F", WEST] call BIS_fnc_spawnVehicle;
createVehicleCrew (myUAV select 0);

May 10 2016, 5:38 AM · Arma 3
kylania added a comment to T70949: MX rifles taken from ammobox can not have their iron sight zero adjusted.

Players have had similar issues with their guns: http://forums.bistudio.com/showthread.php?160170-Custom-weapon-iron-sight-zeroing

May 10 2016, 5:30 AM · Arma 3
kylania added a comment to T70865: Rifleman (Light) is no longer unarmed.

I'm a moron.

May 10 2016, 5:27 AM · Arma 3
kylania added a comment to T70865: Rifleman (Light) is no longer unarmed.

... erm... i swear they were unarmed before. Lies! Move along, nothing to see here.

May 10 2016, 5:27 AM · Arma 3
kylania edited Steps To Reproduce on T70865: Rifleman (Light) is no longer unarmed.
May 10 2016, 5:27 AM · Arma 3
kylania added a comment to T70337: Pop-Up targets no longer work with 'nopop=true;'.

Seeing the same thing here. Please restore functionality or give us some target that'll stay down and can be manually animated back up. :)

May 10 2016, 5:08 AM · Arma 3
kylania added a comment to T69162: Custom Loadouts.

Pretty sure some kind of "loadout editor" is in works for when you place a unit in the editor.

There's also the respawn menu loadout feature.

On the player side of things Virtual Ammo Box is spectacular especially in it's ability to store loadouts across gaming sessions. Fantastic. :)

May 10 2016, 4:25 AM · Arma 3
kylania added a comment to T69148: Get in waypoint not working properly for helicopters.

Seems it's not working for turret locations, even in other vehicles. If you orderGetIn to a valid turret location you get the same behavior as this.

"Something is not right there, getting in the gunner position of either marid or marshal and using assignedvehiclerole player returns ["Turret",[0]].
Using u1 assignasturret [apc1,[0]]; [u1] ordergetin true; , checking the assigned role of u1 returns correct as above but they do not react to the getin order, manuallly selecting u1 and pointing at the apc makes him load up as the gunner once he has been assigned that position :/" - Larrow from BIS forums

From: http://forums.bistudio.com/showthread.php?158224-assignAsTurret

May 10 2016, 4:25 AM · Arma 3
kylania added a comment to T69148: Get in waypoint not working properly for helicopters.

Testing with full crew + 1 the 1 guy who definitely has no seat stays where he spawns. The two who should have gotten into co-pilot and right gunner run 50m behind and left of the UH-80 no matter which azimuth the vehicle starts facing.

May 10 2016, 4:25 AM · Arma 3
kylania added a comment to T69147: toggle walk/run.

There's a Walk Mode/Run Mode toggle, W+S, but there's no Auto-run feature which is what this ticket was asking for.

If you're going to be traveling long distances use a vehicle, don't run. :)

May 10 2016, 4:24 AM · Arma 3
kylania added a comment to T69047: Shouldn't hold breath while zooming binocs, non-zoom sights.

" however my problem is that when i want to zoom in to iron/red-dot/reflex sights, to get a better view, i don't necessarily want to hold my breath, standing or not."

Simply double tap KeypadPlus. That will lock you to zoomed in, non-holding breath, mode.

May 10 2016, 4:18 AM · Arma 3
kylania added a comment to T67673: Helicopter explodes when leaving a pad at random..

Helicopters randomly exploding when getting into them happens even without A&W and Domination. It happens in a custom mission that has no such protections as listed by the above post there. Just utterly randomly, with no error messages or apparent cause.

May 10 2016, 3:28 AM · Arma 3
kylania added a comment to T66241: removeAllContainers leaves unit with uniform model even though their uniform is removed.

It's "fixed" as in it strips off the visual uniform as well as uniform, vest and backpack properly, but we'd still like some way of having a visual uniform on a body without any inventory please. :)

May 10 2016, 2:33 AM · Arma 3
kylania added a comment to T66241: removeAllContainers leaves unit with uniform model even though their uniform is removed.

removeAllWeapons also removes magazines as well. Handy that. :)

I'm all for a "only display uniform" command.

unit addVisualUniform "classname" or something would be neat.

May 10 2016, 2:33 AM · Arma 3
kylania added a comment to T66241: removeAllContainers leaves unit with uniform model even though their uniform is removed.

It's a shame this was "fixed". Leaving the uniform was a good way of having dressed soldiers without inventory for survival situations where we didn't want to be running around in our underwear. As well as the situation mentioned above with regards to unlootable bodies.

May 10 2016, 2:33 AM · Arma 3
kylania added a comment to T65259: Hands up animations causes unit to "fly".

Igitur on the forums mentioned, and i confirm, that this is a solid repo:

player playActionNow 'Surrender';

May 10 2016, 1:54 AM · Arma 3

May 9 2016

kylania added a comment to T60914: Support Requests Broken Upon Respawn.

What seems to have worked for me is to script the synchronize from an object to the provider instead of from the requester to the player.

May 9 2016, 10:34 PM · Arma 3