slum_01_f.p3d
building position 1 is too close to exterior wall. Units setpos'ed to this position clip through the wall.
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Jun 23 2016
house_small_06_f.p3d
All positions are set 0.2m beneath the floor.
Jun 22 2016
Could the same information be extracted in-game using a script?
Previous ticket for the same issue in Arma2
https://dev.withsix.com/issues/11591
Improved in RC 21/06/2016, but still an issue.
To reproduce:
["Paste",["Tanoa",[11371.9,12312.6,0.998627],338.141,0.7,[-5.63268,0],0,0,724.511,0.736979,1,1,0,1]] call bis_fnc_camera;
Resolved in RC 21/06/2016
Resolved in RC 21/06/2016
Jun 21 2016
Confirmed in current RC build. To reproduce, execute the following code:
["Paste",["Tanoa",[5834.59,10424.9,1.58164],309.654,0.7,[-3.67345,0],0,0,720.171,0,0,1,0,1]] call bis_fnc_camera;
This issue is significant for Tanoa, where many buildings have raised floors built on wooden stilts.
When attempting to script AI to move to defined building positions, they incorrectly attempt to move to the point on the ground beneath the defined building position.
To do this, they crawl under the building, then stand up. This typically puts AIs upper body inside the house, with legs beneath the floor (clipping though the floor), which can result in AI getting stuck.
Resolved
Duplicate of T117416
Jun 20 2016
I am unable to reproduce with any graphics settings using Release Candidate build. What build are you using?
Jun 18 2016
Jun 17 2016
Related to T117854
Related to T117854
Related to T117854
Jun 16 2016
Jun 15 2016
Related to T116761
I've noticed similar issues with many trees and bushes on Altis becoming transparent or invisible at low/mid detail LODs.
The problem is most apparent with textures set to standard in video options.
Jun 14 2016
Real life reference:
https://youtu.be/zW28Mb1YvwY?t=79
Duplicate of T73663
Jun 13 2016
Jun 11 2016
Not a bug.
When you use skiptime, the game "simulates" weather changes that might happen over that period of time (possibly just current rate of change * skipped time?).
Unfortunately this simulation can put the values of overcast and fog well beyond their normal valid range range of 0-1 (eg, fog can equal -1.79, 2.6), and from there they can take a long time to wander back into the valid range where any change becomes apparent.
Duplicate report of T116761
Jun 10 2016
I've noticed that b_colored_yellow_f.p3d and red also have a low detail LOD which is not affected by wind to the same degree as the higher detail LODs. This means bushes instantly changes angle as viewpoint gets closer or further from object.