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Jun 10 2016
Jun 9 2016
BI, please review status of this issue. I cannot provide any more reproduction details.
Related to T116761
Jun 6 2016
Repro link is broken due to .... in the middle of the URL.
You should be able to upload zip files to this tracker.
May 30 2016
No longer able to produce in Dev 1.61.136391 :)
May 26 2016
This issue is still apparent in Dev build 1.61.136354
May 25 2016
Zip files, as produced by the Arma 3 crash handler
Hi razazel.
I use 3 different PCs, and this issue is apparent on them all. All have Intel CPU and Nvidia GPU. No mods used and files verify on all machines.
Graphics drivers vary but my main desktop uses the latest 365.19.
Video settings vary between the computers, but they only dictate how far away this tree is from the player when the bad LOD is displayed.
I will add some repro steps.
Ah sorry, backspace does work in dev build! I was using in Stable again. Issue can be closed :)
Backspace does not work either, it opens the command menu behind the camera script.
Yes, I made a issue report, see https://feedback.bistudio.com/T116757
No longer able to reproduce in dev build 1.61.136305
No change in dev build 1.61.136305
May 24 2016
May 10 2016
Real life IFV do carry more ammo than those in Arma 3.
Wikipedia:
LAV-25 with 25mm cannon carries 420 rounds.
Bradley with 25mm cannon carries 900 rounds.
BTR-90 with 30mm carries 500 rounds.
BMP-2 and BMP-3 with 30mm carry 500 rounds.
Puma with 30mm cannon carries 400 rounds.
Arma 3:
Mora and Kamysh with 30mm cannon carry 200 rounds.
Marshall with 40mm cannon carries 100 rounds.
Added repro mission "27569_AiCantDoMoveInside1.Altis".
The issue seems to be location specific, rather than building model specific as results vary for different instances of the same building.
Repro:
- Open mission in 2D mission editor.
- Preview mission.
- Select unit 2 (F2).
- Point mouse at position 7 of the building in front of the player (the right edge of the balcony). See screenshot "CEEB_orderPosition.jpg".
- Press Middle mouse button to order unit 2 to move to that position.
- Watch the unit successfully reach the position. Note the on screen hint showing the unit's expected destination isEqual to the return of the building pos. When the AI arrives, he reports "ready" or "standing by".
- Restart mission (or just order the unit to return to the street next to you).
- Use the custom action to order the unit to attempt to commandMove to the position. Again, the unit's expected destination isEqual to the return of the building pos.
- Watch the AI unit move to the ground level underneath the actual position, then stop. Note the AI reports "ready" or "standing by" and the return value of moveToFailed remains false.
10 (Optional). Order AI to the intended position again with F2 + MMB. Watch them succeed.
This repro is one of many examples that are found using the "AI_VS_Buildings_R1.Altis" test mission I added to #4553. Script AI fail to reach the destination, but player can successfully order his subordinate units to move to the same position.
I have not investigated using waypoints to achieve the same result.
related to #18588