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Aug 1 2016
Jul 30 2016
Tested again in dev build 1.63.137787. Note importing repro mission into Eden editor is affected by issue T119678. Player must be made to be leader of his group after import.
Jul 22 2016
Uploaded new version of AI VS Building. New version displays AI path markers again, map markers, handles buildings on water and better movement failure detection.
Known issues:
- script errors if AI explorers die.
Jul 14 2016
Related to T117342
Jul 12 2016
All issues reported above are still an issue in the stable 1.62 release.
Jul 10 2016
Jul 8 2016
duplicate of assigned T85691
Jun 29 2016
Hi, issue appears to be resolved in current RC build. Thanks!
Jun 28 2016
Jun 27 2016
Jun 26 2016
Jun 25 2016
Jun 24 2016
Jun 23 2016
slum_01_f.p3d
building position 1 is too close to exterior wall. Units setpos'ed to this position clip through the wall.
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.