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Jan 29 2021

d3nn16 added a comment to T152839: Old man l'ensemble ending - Nothing happens after putting the counter agent in the van.

only bohemia can do that
when you click "edit task" on the right panel you get a message "you do not have permissions etc"

Jan 29 2021, 10:03 PM · Arma 3

Dec 22 2020

d3nn16 added a comment to T155811: Old Man - problem with randomly broken quests (parent task).

Good news
I was lucky to find an old game save (just before I started dealing with the Harcourt and rescue captive quests) and I was able to complete the following quest tasks with the following method: as soon as Keystone gives you a mission go straight there, do nothing else

  • rescue the captive (this one worked before as well)
  • give wallet to garagist (this one was blocked before, nothing happened after executing 'give item' action)
  • steal top secret files from Harcourt (this one worked before as well)
  • give top secret files to Keystone (this one worked before as well)
  • get rebreather from Losi gendarme base (this was blocked before when I bought the rebreather from the black market)
  • dive down and gather the Intel (this time it worked perfectly when executing action)
Dec 22 2020, 8:57 PM · Arma 3

Dec 21 2020

d3nn16 added a parent task for T150397: Old Man Scenario is filled with bugs: T155811: Old Man - problem with randomly broken quests (parent task).
Dec 21 2020, 10:27 PM · Arma 3
d3nn16 added subtasks for T155811: Old Man - problem with randomly broken quests (parent task): T150485: Old Man Uncompletable Task, T150549: Old Man scenario bug - L'Ensemble/Insurgent final mission , T154453: Arma 3 Old Man: Disable Autonomous Turrets \ Install Virus Task Broken, T152450: Old Man: Locate CSAT Unit mission broken, T150397: Old Man Scenario is filled with bugs.
Dec 21 2020, 10:27 PM · Arma 3
d3nn16 added a parent task for T150485: Old Man Uncompletable Task: T155811: Old Man - problem with randomly broken quests (parent task).
Dec 21 2020, 10:27 PM · Arma 3
d3nn16 added a parent task for T150549: Old Man scenario bug - L'Ensemble/Insurgent final mission : T155811: Old Man - problem with randomly broken quests (parent task).
Dec 21 2020, 10:27 PM · Arma 3
d3nn16 added a parent task for T152450: Old Man: Locate CSAT Unit mission broken: T155811: Old Man - problem with randomly broken quests (parent task).
Dec 21 2020, 10:27 PM · Arma 3
d3nn16 added a parent task for T154453: Arma 3 Old Man: Disable Autonomous Turrets \ Install Virus Task Broken: T155811: Old Man - problem with randomly broken quests (parent task).
Dec 21 2020, 10:27 PM · Arma 3
d3nn16 added a subtask for T155811: Old Man - problem with randomly broken quests (parent task): T150859: Pick Up trigger not working for Car Bomb in Old Man.
Dec 21 2020, 10:25 PM · Arma 3
d3nn16 added a parent task for T150859: Pick Up trigger not working for Car Bomb in Old Man: T155811: Old Man - problem with randomly broken quests (parent task).
Dec 21 2020, 10:25 PM · Arma 3
d3nn16 created T155811: Old Man - problem with randomly broken quests (parent task).
Dec 21 2020, 10:25 PM · Arma 3
d3nn16 added a comment to T150485: Old Man Uncompletable Task.

same problem, only BIS DLC used (Contact DLC not used), no mods:


please set 'priority' to 'urgent' as this is a 'quest breaking' issue and the the second broken quest that made me stop playing the campaign

Dec 21 2020, 9:42 PM · Arma 3
d3nn16 edited Additional Information on T155800: Old Man - Gameplay Feedback.
Dec 21 2020, 11:53 AM · Arma 3
d3nn16 renamed T155802: Old Man - graveyard cache is difficult to access from Old Man - graveyard cache is not accessible to Old Man - graveyard cache is difficult to access.
Dec 21 2020, 3:22 AM · Arma 3
d3nn16 created T155802: Old Man - graveyard cache is difficult to access.
Dec 21 2020, 3:05 AM · Arma 3
d3nn16 added a comment to T155419: Old Man - Infinite Money.

there is another way to make infinite money

Dec 21 2020, 2:57 AM · Arma 3
d3nn16 added a comment to T150549: Old Man scenario bug - L'Ensemble/Insurgent final mission .

change priority from 'normal' to 'immediate' as this is a 'game breaking' issue (campaign cannot end)
also upload your save file (eg C:\Users\<windows user>\Documents\Arma 3 - Other Profiles\<player name>\Saved\a3\Missions_F_Oldman\Campaign\Missions\Oldman.Tanoa\save.Arma3Save)

Dec 21 2020, 2:52 AM · Arma 3
d3nn16 added a comment to T155353: Old Man insurgent ending bug.

duplicate of https://feedback.bistudio.com/T150549
change state from 'new' to to 'duplicated'

Dec 21 2020, 2:49 AM · Arma 3
d3nn16 added a comment to T152839: Old man l'ensemble ending - Nothing happens after putting the counter agent in the van.

duplicate of https://feedback.bistudio.com/T150549
change state from 'new' to to 'duplicated'

Dec 21 2020, 2:49 AM · Arma 3
d3nn16 added a comment to T152023: Old Man stuck.

duplicate of https://feedback.bistudio.com/T150485
you should upload your game save and add a comment on that task

Dec 21 2020, 2:48 AM · Arma 3
d3nn16 added a comment to T150859: Pick Up trigger not working for Car Bomb in Old Man.

there is a similar type of issue with another quest 'Recover photos from planed crashed at the bottom of the sea': https://feedback.bistudio.com/T152023

Dec 21 2020, 2:44 AM · Arma 3
d3nn16 added a comment to T150527: Old Man: Fast-travel to save house in Harcourt (clipping problem).

encountered same problem
if you have a rifle, a possible workaround is to go to 'sit on your ass' stance and then you can move out of the building

Dec 21 2020, 2:40 AM · Arma 3
d3nn16 added a comment to T150450: Arma 3 Old man bugs.

you can create your own dashboard and create panels in you dashboard (check mine https://feedback.bistudio.com/dashboard/view/123/)
and these panels can be created from saved queries and in those saved queries you can filter by 'created by <username>' so you can keep track of all your reported issues

Dec 21 2020, 2:37 AM · Arma 3
d3nn16 added a comment to T152510: Old Man Stash missing.

duplicate of https://feedback.bistudio.com/T150627
change state to 'duplicated'

Dec 21 2020, 2:26 AM · Arma 3
d3nn16 added a comment to T153596: Old Man infinite FM radios.

duplicate of https://feedback.bistudio.com/T150594
change status to 'duplicate'

Dec 21 2020, 2:13 AM · Arma 3
d3nn16 renamed T155800: Old Man - Gameplay Feedback from Old Man Feedback to Old Man - Gameplay Feedback.
Dec 21 2020, 2:07 AM · Arma 3
d3nn16 created T155800: Old Man - Gameplay Feedback.
Dec 21 2020, 2:06 AM · Arma 3

Dec 20 2020

d3nn16 added a comment to T153595: Old Man Insurgent Assualt Wins and Cash Amounts For Upgrade Impossibly Large.

Same problem
Started playing Old Man on December 11th

Dec 20 2020, 6:55 PM · Arma 3

Dec 9 2016

d3nn16 created T121988: Prevent killing of unconscious players waiting for revival.
Dec 9 2016, 1:52 AM · Arma 3

Nov 12 2016

d3nn16 updated the task description for T121254: Some Arsenal saved profiles can be loaded even tough they do not match BIS_ADDVIRTUALWEAPONCARGO_CARGO variable (hacking issue).
Nov 12 2016, 6:36 PM · Arma 3
d3nn16 created T121254: Some Arsenal saved profiles can be loaded even tough they do not match BIS_ADDVIRTUALWEAPONCARGO_CARGO variable (hacking issue).
Nov 12 2016, 6:34 PM · Arma 3

May 10 2016

d3nn16 set Category to category:scripting on T85793: htmlLoad doesn't work with file from mission folder but works with URL.
May 10 2016, 12:48 PM · Arma 3
d3nn16 edited Additional Information on T85553: add server difficulty setting to switch on/off automatic target&lock action (next target, etc).
May 10 2016, 12:41 PM · Arma 3
d3nn16 set Category to category:serverbrowsersteam on T85552: game type is defined statically but one mission can have multiple game types.
May 10 2016, 12:41 PM · Arma 3
d3nn16 added a comment to T85441: AddonBuiler gets stuck when ran with Binarize option unchecked.

Please let me know what info you need (I see status was changed to "need more info").

May 10 2016, 12:38 PM · Arma 3
d3nn16 set Category to category:tools on T85441: AddonBuiler gets stuck when ran with Binarize option unchecked.
May 10 2016, 12:38 PM · Arma 3
d3nn16 set Category to category:units on T85397: basic discussion and/or idea management/voting capability.
May 10 2016, 12:36 PM · Arma 3
d3nn16 set Category to category:units on T85396: ArmA Units event should trigger Steam or ArmA popup.
May 10 2016, 12:36 PM · Arma 3
d3nn16 edited Steps To Reproduce on T85272: absolutely weird script behavior.
May 10 2016, 12:33 PM · Arma 3
d3nn16 set Category to category:endgamerevive on T85239: Feature request - revive event handler.
May 10 2016, 12:31 PM · Arma 3
d3nn16 edited Steps To Reproduce on T84465: addMagazineTurret command generates annoying buzz sound when vehicle has no magazines.
May 10 2016, 12:07 PM · Arma 3
d3nn16 set Category to category:endgamerevive on T84430: Feature request - allow only medics to revive.
May 10 2016, 12:07 PM · Arma 3
d3nn16 set Category to category:endgamedynamicgroups on T83971: Feature request - make a function that I can call to open the DG interface.
May 10 2016, 11:53 AM · Arma 3
d3nn16 added a comment to T83970: crash when executing hint ((("zgm_obj_1_c1_dyn" select [0, count _marker - 4]) splitString "c") joinString "area_").

this issue is resolved no crash this time

May 10 2016, 11:53 AM · Arma 3
d3nn16 set Category to category:gamecrash on T83970: crash when executing hint ((("zgm_obj_1_c1_dyn" select [0, count _marker - 4]) splitString "c") joinString "area_").
May 10 2016, 11:53 AM · Arma 3
d3nn16 set Category to category:endgamedynamicgroups on T83815: Dynamic Groups - when another leader is chosen the squad name changes to a default name.
May 10 2016, 11:49 AM · Arma 3
d3nn16 set Category to category:endgamerevive on T83813: Revive system - duplicated "was killed by" message.
May 10 2016, 11:49 AM · Arma 3
d3nn16 edited Additional Information on T83814: Revive system - add possibility do drag and transport on back unconscious players.
May 10 2016, 11:49 AM · Arma 3
d3nn16 set Category to category:config on T83497: function in CfgFunctions is not created when init.sqf is executed.
May 10 2016, 11:39 AM · Arma 3
d3nn16 added a comment to T83425: copyfromclipboard command always returns empty string.

In MP. I haven't tried in SP.

May 10 2016, 11:37 AM · Arma 3
d3nn16 set Category to category:scripting on T83425: copyfromclipboard command always returns empty string.
May 10 2016, 11:37 AM · Arma 3
d3nn16 set Category to category:scripting on T83315: ctrlSetTooltip and lbSetTooltip don't work on LISTNBOX.
May 10 2016, 11:34 AM · Arma 3
d3nn16 added a comment to T82527: I cannot include a file from another folder in my CfgFunctions function file.

The status of this ticket is incorrect because I already provided more informations

May 10 2016, 11:05 AM · Arma 3
d3nn16 added a comment to T82527: I cannot include a file from another folder in my CfgFunctions function file.

I don't see how to do that (please give an example).
Do you mean I should use variables instead of #define? If yes then I will still have to use 2 files colors.ext (with #define, used in dialogs) and color.sqf (with variables used in sqf scripts).
Also my point was to use #define for all variables that are static.

May 10 2016, 11:05 AM · Arma 3
d3nn16 added a comment to T82527: I cannot include a file from another folder in my CfgFunctions function file.

I was thinking about something like I am already using:

  • I define functions in some files
  • I include all these files in the init.sqf (with #include)
  • Before the inclusion of function files, I include all definition files (eg the ones containing #define blabla or even other #include)

This way I don't care where the definition file is located since it is included in the init.sqf and all file paths are visible at this level.

So I am asking whether this can be achieved with CfgFunctions.

One example is that I have a list of colors as #define in a file ([root]\colors.ext and I want to use this in [root]\functions\fn_myfunc.sqf and also other scripts that i don't want to place in same folder as fn_myfunc.sqf but sth like [root]\mygreatscript\toto.sqf. At the moment I'm forced to cpy the colors.ext file in [root]\mygreatscript\ and [root]\functions\.

May 10 2016, 11:05 AM · Arma 3
d3nn16 set Category to category:featurerequest on T82527: I cannot include a file from another folder in my CfgFunctions function file.
May 10 2016, 11:05 AM · Arma 3
d3nn16 edited Steps To Reproduce on T82526: addweapon / addweaponturret do not add the possibility to lock on targets.
May 10 2016, 11:05 AM · Arma 3
d3nn16 set Category to category:scripting on T82447: "functionName" call bis_fnc_recompile does not work.
May 10 2016, 11:03 AM · Arma 3
d3nn16 added a comment to T82438: kbTell does not localize correctly the radio text message.

I am using kbTell in my mission because it allows me to use some audio files from the game (so I don't need add more to the mission).
I am using these radio messages when a player teamhits a friendly player.
The problem is the following script will display the "cease fire" message in the language of the target for both target and shooter (so if shooter is polish and the target is french then polish shooter will see message in french and will not understand what he's doing):

MYTARGET kbAddtopic ["SENTENCES", "bikb\sentences.bikb"];
MYTARGET kbTell
[

		MYSHOOTER,
		"SENTENCES",
		["CEASE_FIRE_1", "CEASE_FIRE_2", "CEASE_FIRE_3", "CEASE_FIRE_4"] select floor random 4,
		[
			"MESSAGE",
			{},
			format ["%1! %2", name MYSHOOTER, localize "STR_A3_CEASE_FIRE"],
			[]
		],
		if (group MYTARGET == group MYSHOOTER) then {"GROUP"} else {"SIDE"}

];

May 10 2016, 11:03 AM · Arma 3
d3nn16 added a comment to T82438: kbTell does not localize correctly the radio text message.

I am using kbTell in my mission because it allows me to use some audio files from the game (so I don't need add more to the mission).
I am using these radio messages when a player teamhits a friendly player.
The problem is the following script will display the "cease fire" message in the language of the target for both target and shooter (so if shooter is polish and the target is french then polish shooter will see message in french and will not understand what he's doing):

MYTARGET kbAddtopic ["SENTENCES", "bikb\sentences.bikb"];
MYTARGET kbTell
[

		MYSHOOTER,
		"SENTENCES",
		["CEASE_FIRE_1", "CEASE_FIRE_2", "CEASE_FIRE_3", "CEASE_FIRE_4"] select floor random 4,
		[
			"MESSAGE",
			{},
			format ["%1! %2", name MYSHOOTER, localize "STR_A3_CEASE_FIRE"],
			[]
		],
		if (group MYTARGET == group MYSHOOTER) then {"GROUP"} else {"SIDE"}

];

May 10 2016, 11:03 AM · Arma 3
d3nn16 edited Steps To Reproduce on T82438: kbTell does not localize correctly the radio text message.
May 10 2016, 11:03 AM · Arma 3
d3nn16 added a comment to T81286: ammo icons in Virtual Arsenal now black since update 1.40.

the issue is not solved in 1.42, the pictures are still black in arsenal

May 10 2016, 10:26 AM · Arma 3
d3nn16 added a comment to T81286: ammo icons in Virtual Arsenal now black since update 1.40.

It also happens with vehicle icons (configfile >> "CfgVehicles" >> _type >> "picture"). I attached screenshot. before the patch these icons were white.

May 10 2016, 10:26 AM · Arma 3
d3nn16 added a comment to T80896: Player takes damage when in the gunner seat of a mortar being fired.

I confirm the issue, however it only happens if you use mortar optics and not artillery computer. After shooting the 4 mags with the mortar optics I got killed.

May 10 2016, 10:13 AM · Arma 3
d3nn16 added a comment to T80537: setMagazineTurretAmmo does not work depending on turret and vehicle localities.

Just retested today and issue is still there in v1.44

May 10 2016, 9:56 AM · Arma 3
d3nn16 edited Steps To Reproduce on T80537: setMagazineTurretAmmo does not work depending on turret and vehicle localities.
May 10 2016, 9:56 AM · Arma 3
d3nn16 added a comment to T80537: setMagazineTurretAmmo does not work depending on turret and vehicle localities.

I tried what you suggest Kid but it didn't work. I was on dedicated server with another player. I went in driver seat of Scorcher. He went in gunner seat. I executed the command on my computer and on his computer without any effect (I don't remember executing on server side but I don't think that would have worked either). The only way it works is when both turret and vehicle are local, so it will never work when the locality of turret and vehicle is different.

May 10 2016, 9:56 AM · Arma 3
d3nn16 edited Steps To Reproduce on T80529: static weapon disappears after it is assembled by another person.
May 10 2016, 9:56 AM · Arma 3
d3nn16 added a comment to T80483: mortar optics displays .2f instead of elevation when using French localization.

I just checked and the issue is still there (b_mortar_f and o_mbt_02_arty_f).

May 10 2016, 9:54 AM · Arma 3
d3nn16 added a comment to T80483: mortar optics displays .2f instead of elevation when using French localization.

Same problem with Strider and the laser designator in commander seat.

May 10 2016, 9:54 AM · Arma 3
d3nn16 edited Steps To Reproduce on T80483: mortar optics displays .2f instead of elevation when using French localization.
May 10 2016, 9:54 AM · Arma 3
d3nn16 edited Steps To Reproduce on T80414: Insignia has bad looking blue glow on wetsuits.
May 10 2016, 9:52 AM · Arma 3
d3nn16 added a comment to T80393: overhaul needed for difficulty settings in MP.

Even if shadows have huge impact, server admins still should have control over them (forced value or free for all) and players notified of server's settings.

As another suggestion difficulty settings & mission settings should be combined in one view for more easy access to information and control:

  • in server list
  • in game lobby under parameters button (or 2 buttons: generic, aka difficulty, settings and mission settings)
  • in game briefing under log sectio.

Difficulty settings should be editable by game admin in the same way mission settings are.

Server admins should have the last word over mission settings made available by mission makers. Players should be explicitly informed when difficulty and mission settings are different from the default values (modified by game admin) by highlighting modified values in red and default values in green.

Many times the game/server admin chooses the wrong difficulty profile and only notices it at mission start (eg: 3rd view and weapon crosshair enabled) because the individual difficulty settings are not visible to anyone and not editable in game lobby after mission is selected.

Another suggestion is easy creation/modification of profiles for difficulty and mission settings in the game lobby by logged in admin

May 10 2016, 9:51 AM · Arma 3
d3nn16 edited Steps To Reproduce on T80393: overhaul needed for difficulty settings in MP.
May 10 2016, 9:51 AM · Arma 3
d3nn16 added a comment to T80225: safeZone values change depending on "Interface Size" settings.

Some players can't see the HUD at the top of the screen because they increased the "interface size". I didn't find any way so far to check whether the "interface size" is over "normal" and alert the player.

I also didn't find a way to make sure the HUD stays at the top of the screen (not beyond the top limit) and at same time adapt its size to the bigger "interface size" value (as it is the case for ArmA standard menus).

May 10 2016, 9:46 AM · Arma 3
d3nn16 edited Steps To Reproduce on T80225: safeZone values change depending on "Interface Size" settings.
May 10 2016, 9:46 AM · Arma 3
d3nn16 edited Steps To Reproduce on T79584: 3 small issues with respawn functions.
May 10 2016, 9:26 AM · Arma 3
d3nn16 edited Steps To Reproduce on T79562: call to bis_fnc_removerespawnposition does not update minimap in respawn menu.
May 10 2016, 9:26 AM · Arma 3
d3nn16 edited Steps To Reproduce on T79538: BIS_fnc_removeRespawnPosition does not remove respawn created with soldier as target after soldier respawns.
May 10 2016, 9:25 AM · Arma 3
d3nn16 added a comment to T79531: using addScore command inside HandleScore event handler wil crash the game every time.

i added repro_mission.zip with the mission folder and the output I have in log file and the empty dump file that is generated when I shoot the OPFOR officer.

May 10 2016, 9:25 AM · Arma 3
d3nn16 added a comment to T79531: using addScore command inside HandleScore event handler wil crash the game every time.

this issue is fixed (by the way I get an "Access Denied" page when I try to set the issue to "fixed" myself).

May 10 2016, 9:25 AM · Arma 3
d3nn16 edited Steps To Reproduce on T79531: using addScore command inside HandleScore event handler wil crash the game every time.
May 10 2016, 9:25 AM · Arma 3
d3nn16 added a comment to T79203: KeyDown UI event handler does not provide correct code for key combination (only single key press).

Thanks for answer.
But I forgot to mention that I also want to disable the default action bound to that key combo. So if a player wants to autolock a target he will see a hint with a message instead of the target lock square/diamond.
Wouldn't it be easier/more performant to make KeyDown event handler detect the key combo like inputAction does?
Is inputAction working reliably inside the KeyDown EH code? I will have to test it (maybe it will work like 50% of the time).

May 10 2016, 9:13 AM · Arma 3
d3nn16 edited Steps To Reproduce on T79203: KeyDown UI event handler does not provide correct code for key combination (only single key press).
May 10 2016, 9:13 AM · Arma 3
d3nn16 edited Steps To Reproduce on T79184: Allow only admin to enable/disable AI for individual slots in game lobby.
May 10 2016, 9:12 AM · Arma 3
d3nn16 added a comment to T79094: Respawn menu doesn't spawn player on the location he chooses.

I finally fixed this problem by doing the following:

description.ext
respawnTemplates[] = {};

init.sqf
player addEventHandler
[
"Respawn",
{

		_new_unit = _this select 0;
		_dead_body = _this select 1;

		if (not (_dead_body getVariable ["zcm_isrevived", false])) then
		{
			[_new_unit, nil, nil, 10] spawn BIS_FNC_RESPAWNMENUPOSITION;
		};

}
];

With the above I can call [player, nil, nil, 10] spawn BIS_FNC_RESPAWNMENUPOSITION and it will work as expected.

I haven't experienced errors reported by caliban although I am using side type of target (_respid = [playerSide, player call ZCM_F_POS, localize "STR_ZCM_ITEM_MHQ"] call MBIS_FNC_ADDRESPAWNPOSITION;).

So from my point of view this ticket can be closed.

May 10 2016, 9:09 AM · Arma 3
d3nn16 added a comment to T79094: Respawn menu doesn't spawn player on the location he chooses.

The flickering is indeed fixed (this wasn't really the issue but it looked more like the cause).
The fact that player doesn't respawn on the location he chose is not fixed. This was the issue I wanted to report but maybe I chose bad ticket title.

If anyone is editing the code of the respawn menu ([player] spawn BIS_FNC_RESPAWNMENUPOSITION) please share your fix before BIS solves this.

I should maybe mention that I am using respawn markers (respawn_west_xxx, respawn_east_xx) with script added positions, maybe this is causing the trouble.

I removed the "respawn_west/east_xxx" markers and tried calling BIS_FNC8ADDRESPAWNPOSITION with both objects and position arrays. The result is the same I respawn on the position where I died.
respawn = "BASE";
respawnDelay = 10;
respawnDialog = 0;

Tried with and without respawnTemplates[] = {"Base"};

Maybe the problem comes from the fact I'm calling "[player] spawn BIS_FNC_RESPAWNMENUPOSITION" from script and haven't defined any respawn templates (respawnTemplates[] = {"MenuPosition"}). It seems that [player] spawn BIS_FNC_RESPAWNMENUPOSITION must be also called at player respawn. Adding [player] spawn BIS_FNC_RESPAWNMENUPOSITION to onPlayerRespawn.sqf file seems to fix the issue (I respawn where I select).

May 10 2016, 9:09 AM · Arma 3
d3nn16 edited Steps To Reproduce on T79094: Respawn menu doesn't spawn player on the location he chooses.
May 10 2016, 9:09 AM · Arma 3
d3nn16 added a comment to T78993: AV camera viewdistance is always 500 whatever the player viewdistance.

Thanks TakeHomeTheCup, I switched PiP Quality to Ultra in Video settings and I immediately have a good quality (no distance fog) but when drone turret is at 1000m from target the PiP view starts to have more distance fog than the drone turret. It looks like there is still a difference between the viewdistance of drone turret and the viewdistance of PiP camera (at least around 1000m).

So can these 2 viewdistances be made the same for drone turret and PiP view?

May 10 2016, 9:06 AM · Arma 3
d3nn16 edited Steps To Reproduce on T78993: AV camera viewdistance is always 500 whatever the player viewdistance.
May 10 2016, 9:06 AM · Arma 3
d3nn16 added a comment to T78882: some ideas to improve the Virtual Arsenal.

I added file with last version of my modifications to the bis_fnc_arsenal function (search for FIX keyword). Each original modified section is left in comments to quickly spot the differences.

May 10 2016, 9:03 AM · Arma 3
d3nn16 added a comment to T78882: some ideas to improve the Virtual Arsenal.

I added 2 screenshots to illustrate point 7)

May 10 2016, 9:03 AM · Arma 3
d3nn16 added a comment to T78882: some ideas to improve the Virtual Arsenal.

I added 2 fixes in the second attached file:

  • I excluded "throw" and "put" magazines from the magazine list (these were added in my previous fix)
  • the green color was not removed from throw/put/misc mags when switching between uniform/vest/backpack (it only worked for rifle mag list)
May 10 2016, 9:03 AM · Arma 3
d3nn16 edited Steps To Reproduce on T78882: some ideas to improve the Virtual Arsenal.
May 10 2016, 9:03 AM · Arma 3
d3nn16 added a comment to T78882: some ideas to improve the Virtual Arsenal.

Calling ["Open", [objNull, _soldier]] call BIS_FNC_ARSENAL; (where soldier is AI) didn't work for me. Then I noticed that the indexes were wrong:

BIS_fnc_arsenal_cargo = [_this,1,objnull,[objnull]] call bis_fnc_param;
BIS_fnc_arsenal_center = [_this,2,player,[player]] call bis_fnc_param;

instead of

BIS_fnc_arsenal_cargo = [_this,0,objnull,[objnull]] call bis_fnc_param;
BIS_fnc_arsenal_center = [_this,1,player,[player]] call bis_fnc_param;

May 10 2016, 9:03 AM · Arma 3
d3nn16 added a comment to T78881: add possibility to enable group object persistency.

Anything new about this issue? Is there an easy way to make the group persistent?

May 10 2016, 9:03 AM · Arma 3
d3nn16 added a comment to T78881: add possibility to enable group object persistency.

That's what I did, I added a game logic, but it makes some problems sometimes (the game logic becomes leader, etc). So I would prefer completely remove the game logic (and scripts that fix the game logic issues) and have only to set a variable that contains the list of persistent groups BIS_persistentGroupList = [grp1, grp2].

May 10 2016, 9:03 AM · Arma 3
d3nn16 edited Steps To Reproduce on T78881: add possibility to enable group object persistency.
May 10 2016, 9:03 AM · Arma 3
d3nn16 added a comment to T78879: add possibility to change respawn location description with bis_fnc_addrespawnposition.

this issue was fixed some time ago it can be closed

May 10 2016, 9:03 AM · Arma 3
d3nn16 added a comment to T78879: add possibility to change respawn location description with bis_fnc_addrespawnposition.

duplicate ticket http://feedback.arma3.com/view.php?id=15990

May 10 2016, 9:03 AM · Arma 3