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May 10 2016

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
d3nn16 edited Steps To Reproduce on T78879: add possibility to change respawn location description with bis_fnc_addrespawnposition.
May 10 2016, 9:03 AM · Arma 3
d3nn16 edited Steps To Reproduce on T78877: score is computed based on object config attribute "faction".
May 10 2016, 9:03 AM · Arma 3
d3nn16 edited Steps To Reproduce on T78735: allowFunctionsRecompile parameter does not work with BIS functions.
May 10 2016, 8:59 AM · Arma 3
d3nn16 added a comment to T77601: Youtube on Arma3.

it can be a nice feature for mission briefings:
you click on a briefing topic and see an integrated video from the Internet.

Or at least a hyperlink in the briefing that would open the Internet browser with a given URL (but maybe a security problem?).

At the moment I am using this trick in my briefings:

blabla
<br/>
<execute expression="copyToClipboard 'http://forums.bistudio.com/showthread.php?176567-ZDROB-Team-Missions'">ZDROB Missions (click to copy weblink)</execute>

May 10 2016, 8:30 AM · Arma 3
d3nn16 edited Steps To Reproduce on T77310: drag & drop static weapons.
May 10 2016, 8:23 AM · Arma 3
d3nn16 edited Steps To Reproduce on T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.
May 10 2016, 8:21 AM · Arma 3
d3nn16 added a comment to T76718: Respawn template MenuPosition in 1.16 update broke my mission.

After reviewing GLTLegislator's addon I understood a more simple solution is possible and tested it.

The function responsible for this mess is BIS_fnc_initRespawn. So all you need to do is change it like this:

  1. add this in description.ext

allowFunctionsRecompile = 1;

  1. add this to the init field of any unit/object you have in the mission

BIS_fnc_initRespawn = {true}

May 10 2016, 8:07 AM · Arma 3
d3nn16 added a comment to T76718: Respawn template MenuPosition in 1.16 update broke my mission.

Please vote this up so devs will fix it sooner

May 10 2016, 8:07 AM · Arma 3
d3nn16 edited Steps To Reproduce on T76718: Respawn template MenuPosition in 1.16 update broke my mission.
May 10 2016, 8:07 AM · Arma 3
d3nn16 added a comment to T76449: weaponDisassembled event handler would be more useful if it provided a parameter pointing to the static weapon.

The cursorTarget command can be used only if players disassemble the static weapon (missions with AI disabled). In a mission with AIs I can cheat by ordering an AI to disassemble the weapon since cursorTarget applies to player unit and will return objNull.

May 10 2016, 8:00 AM · Arma 3
d3nn16 added a comment to T76449: weaponDisassembled event handler would be more useful if it provided a parameter pointing to the static weapon.

if (not isDedicated) then
{
waitUntil {not isNil "ZCM_PLAYER_IS_DEFINED"};

...

// track backpacks when disassembling static weapons
player addEventHandler
[

		"WeaponDisassembled",
		{
			(_this select 1) setVariable ["zgp_vehicle_group", cursorTarget getVariable ["zgp_vehicle_group", grpNull], true];
		}

];
};

This will update the weapon backpack object by adding a variable to it that tells the group of the player who disassembled it.

May 10 2016, 8:00 AM · Arma 3
d3nn16 added a comment to T76449: weaponDisassembled event handler would be more useful if it provided a parameter pointing to the static weapon.

I tested the idea with the nearestObject command but it returned objNull. I bet the cursorTarget command will return the same (haven't tested). From this I deduce that the event handler triggers after the weapon is disassembled (after the weapon object is removed and replaced with backpacks).

May 10 2016, 8:00 AM · Arma 3
d3nn16 edited Steps To Reproduce on T76449: weaponDisassembled event handler would be more useful if it provided a parameter pointing to the static weapon.
May 10 2016, 8:00 AM · Arma 3
d3nn16 added a comment to T76414: UAVs like Greyhawk must be teached how to take off from Feres airstrip.

issue still present in v1.44

May 10 2016, 7:59 AM · Arma 3
d3nn16 edited Steps To Reproduce on T76414: UAVs like Greyhawk must be teached how to take off from Feres airstrip.
May 10 2016, 7:59 AM · Arma 3
d3nn16 added a comment to T75637: Need Command to Prevent Dismantling of Static Weapon.

related to http://feedback.arma3.com/view.php?id=18090
and this http://feedback.arma3.com/view.php?id=18330

May 10 2016, 7:41 AM · Arma 3
d3nn16 added a comment to T75637: Need Command to Prevent Dismantling of Static Weapon.

The solutions suggested here are OK if you want to enable/disable the action for everyone based on some generic conditions.

But these solutions are not OK if I want to decide whether weapon disassembly/assembly is decided on the fly when a player/AI tries to disassemble the static weapon or assemble the backpacks (eg: allow/prevent player action depending on the group he belongs to at that specific moment).

A more generic solution would be better (although more complex), since it will allow more fine control over what happens in the mission. And I think the more generic solution is to improve the already existing WeaponDisassembled/WeaponAssembled:

WeaponAssembled => the return boolean determines whether the weapon is assembled or not

WeaponDisassembled => add reference to the weapon object (so I don't need to use cursorTarget workaround which is limited to human player and cannot work with AI soldier)

WeaponDisassembled => the return boolean determines whether the weapon is disassembled or not

May 10 2016, 7:41 AM · Arma 3
d3nn16 added a comment to T75481: setvariable command with public parameter set to true doesn't work for some vehicles.

I installed a dedicated server (Branch: Stable Version: 1.18.124200) on my PC and was unable to reproduce the issue. So apparently this is working now.

However I noticed this problem (setvariable with global broadcast not working) is still occurring randomly. Yesterday, I noticed the issue on a dedicated server. The setvariable command didn't work on "b_supplycrate_f" for one player only (we were 4 players in total). I asked the player to reconnect and after he did the server broadcasted the variable correctly (I didn't reexecute the setvariable command before or after he reconnected).

I tested the issue with "b_supplycrate_f" again too and I couldn't reproduce it either. It looks like something random.

May 10 2016, 7:37 AM · Arma 3
d3nn16 edited Steps To Reproduce on T75481: setvariable command with public parameter set to true doesn't work for some vehicles.
May 10 2016, 7:37 AM · Arma 3
d3nn16 added a comment to T75405: Enemy and Friendly TAGs are shown when disabled.

It also happens with command menu. When you open command menu a white circle appears and any enemy/friendly unit inside has its tag displayed.

This is mainly a problem in PvP missions. Players who know the trick of the menus have an advantage over those who don't.

May 10 2016, 7:35 AM · Arma 3
d3nn16 added a comment to T75117: player can't reconnect to UAV after reconnecting to server.

I couldn't reproduce this issue so this looks fixed. You may close the ticket.
Test info:
productVersion result on my PC: ["Arma 3","Arma3",128,126958,"Stable"]
productVersion result on dedicated server: ["Arma 3","Arma3",128,126958,"Stable"]

May 10 2016, 7:28 AM · Arma 3
d3nn16 added a comment to T75117: player can't reconnect to UAV after reconnecting to server.

I installed the ArmA 3 dedicated server but I can't connect to it from a DEV version. I ran the steamcmd with 233780 -beta development parameters to set the dedicated server in dev mode but it didn't work.
We will see if it is fixed in stable version.

May 10 2016, 7:28 AM · Arma 3
d3nn16 edited Steps To Reproduce on T75117: player can't reconnect to UAV after reconnecting to server.
May 10 2016, 7:28 AM · Arma 3
d3nn16 added a comment to T75111: Thermal Vision.

related to http://feedback.arma3.com/view.php?id=12984

May 10 2016, 7:28 AM · Arma 3
d3nn16 added a comment to T75111: Thermal Vision.

I've read that guide and there is nothing said about reporting one issue/request per ticket only.

Anyways I consider this to be the case here since I am describing only one issue: there is no general 'switch' to turn off TI on all game elements (vehicles, optics, weapons, etc).

May 10 2016, 7:28 AM · Arma 3
d3nn16 added a comment to T75111: Thermal Vision.

Thanks for optic_NVS idea. When I checked this (during daytime) I had a completely white screen and thought was bugged.

I don't see the point of creating 2 additional tickets since for me there is only one problem with multiple causes. I think putting it all together makes the problem clearer.

May 10 2016, 7:28 AM · Arma 3
d3nn16 edited Steps To Reproduce on T75111: Thermal Vision.
May 10 2016, 7:28 AM · Arma 3
d3nn16 edited Steps To Reproduce on T74820: Option for enabling mines/explosives markers independent from general map markers.
May 10 2016, 7:20 AM · Arma 3
d3nn16 added a comment to T74323: vehicle player removeMagazineTurret ["SmokeLauncherMag_boat", [-1]] command crashes game.

issue is fixed can be closed

May 10 2016, 7:09 AM · Arma 3
d3nn16 edited Steps To Reproduce on T74323: vehicle player removeMagazineTurret ["SmokeLauncherMag_boat", [-1]] command crashes game.
May 10 2016, 7:09 AM · Arma 3
d3nn16 added a comment to T74154: Ref to nonnetwork object ********# NOID ia_soldier_0*.p3d.

I uploaded arma3_2014-07-29_14-20-15.rpt file where you can see around 13000 "Ref to nonnetwork object XXXXXXXX# XXXXXXXX: supplydrop.p3d" messages. These were generated in the first 5 to 10 minutes of playing alone a custom made mission (where 4 local ammoboxes are created with a script for every player when he joins the mission). I remember noticing something like 150000 (yes 150 thousands!) messages like these some long time ago but I can't remember in how much time of play.

I did a test with an test MP mission (one soldier and debug console enabled) where I execute the following command:
ammocrate = "b_supplycrate_f" createVehicleLocal position player;
and I also see these spam messages. There are less than in the custom made mission. It looks like some internal processes also generate these messages.

Can we have any answer about whether these useless spam messages are going to be removed from the log files? Removed from the internal processes and the script commands that generate them (I can't reliably tell which script commands generate them since internal processes also generate the same messages).

Here are some reasons for doing so:

  • save some server/player FPS (adding -nologs parameter to server makes FPS jump from 10 to 30 with 20 players after 1 hour of play) => is it possible to save more FPS by completely removing the cause that generates the spam?
  • improve lifespan of mechanical hard disks for players/servers who use them (not everyone knows about the -nologs parameter)
  • make rpt log file more readable
May 10 2016, 7:05 AM · Arma 3
d3nn16 added a comment to T74154: Ref to nonnetwork object ********# NOID ia_soldier_0*.p3d.

In an addonless mission I have similar spam and is apparently due to creation of ammoboxes with followin command:

_ammocrate = "b_supplycrate_f" createVehicleLocal _boxpos;

Ref to nonnetwork object 539b2400# 1779981: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b2400# 1779981: supplydrop.p3d
Ref to nonnetwork object 539b2400# 1779981: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b2400# 1779981: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b2400# 1779981: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b2400# 1779981: supplydrop.p3d
Ref to nonnetwork object 539b2400# 1779981: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b2400# 1779981: supplydrop.p3d
Ref to nonnetwork object 539b2400# 1779981: supplydrop.p3d

May 10 2016, 7:05 AM · Arma 3
d3nn16 edited Steps To Reproduce on T73439: missing AT/AA missile after respawn.
May 10 2016, 6:42 AM · Arma 3
d3nn16 edited Steps To Reproduce on T73359: incorrect backpacks for autonomous static weapons.
May 10 2016, 6:39 AM · Arma 3
d3nn16 added a comment to T72944: respawnOnStart = 1.

In 1.18 version did make the respawnOnStart=0 prevent player from "dying" but the player is still teleported to last placed respawn marker (mission.sqm order).

I would prefer players to start on the mission editor defined positions. I haven't tested yet but I hope not all players will be teleported on same single spot otherwise they might all die at the same time (and start the respawn menu which ironically breaks the solution).

May 10 2016, 6:25 AM · Arma 3
d3nn16 added a comment to T72944: respawnOnStart = 1.

here is the current temporary solution i'm using until they fix this:
http://feedback.arma3.com/view.php?id=18359#c68867

May 10 2016, 6:25 AM · Arma 3
d3nn16 added a comment to T72614: addMagazine command does not work in specific situation.

Thanks for workaround Killzone,

But I would expect the command to work even when the player had no backpack or a full backpack. Imagine the player does have a backpack but it's filled with other items. In this case the AT missile wouldn't fit inside and addmagazine command wouldn't work.

If it is hard to modify this command maybe add other commands like addMagazinePrimary / addmagazineSecondary / addMagazineHandgun. But I suppose this requires the weapon to be added first, and in turn this maybe implies the magazine would not be loaded into the weapon after it's added.

May 10 2016, 6:17 AM · Arma 3
d3nn16 edited Steps To Reproduce on T72614: addMagazine command does not work in specific situation.
May 10 2016, 6:17 AM · Arma 3
d3nn16 added a comment to T72504: magazinesAmmoFull command does not work as expected for all vehicles.

magazinesAmmoFull now returns the mags from drons but as Superxdude pointed out it still only works for turret 0 (v1.44).

magazinesAmmoFull should include all turrets and should also include the turret path as an additional info in the already returned lists:

[["300Rnd_20mm_shells",300,true,65536,"gatling_20mm", >>put turret path here<<],["2Rnd_LG_scalpel",2,true,65536,"missiles_SCALPEL", >>put turret path here<<],["2Rnd_AAA_missiles",2,true,65536,"missiles_ASRAAM", >>put turret path here<<],["2Rnd_GBU12_LGB_MI10",2,true,65536,"GBU12BombLauncher", >>put turret path here<<],["120Rnd_CMFlare_Chaff_Magazine",120,true,65536,"CMFlareLauncher", >>put turret path here<<]]

May 10 2016, 6:14 AM · Arma 3
d3nn16 edited Steps To Reproduce on T72504: magazinesAmmoFull command does not work as expected for all vehicles.
May 10 2016, 6:14 AM · Arma 3
d3nn16 added a comment to T72397: all static weapons have same bug.

I rechecked this issue and all static weapons are fixed for all 3 factions (blufor, opfor, indep). This ticket may be closed.

May 10 2016, 6:11 AM · Arma 3
d3nn16 edited Steps To Reproduce on T72397: all static weapons have same bug.
May 10 2016, 6:11 AM · Arma 3
d3nn16 edited Steps To Reproduce on T72038: scripting - new command that returns list of all existing backpacks.
May 10 2016, 6:02 AM · Arma 3
d3nn16 added a comment to T72038: scripting - new command that returns list of all existing backpacks.

this issue can be closed the workaround is to use everyBackpack, backpackContainer and allMissionObjects

May 10 2016, 6:02 AM · Arma 3
d3nn16 added a comment to T72038: scripting - new command that returns list of all existing backpacks.

What doesn't make sense to me is downvote a feature only based on the fact it "might" not be possible to implement it.

Second, you can reference a backpack object with a variable even if it's carried by a soldier or in a vehicle inventory.

Third, every item in ArmA environment is an object...

May 10 2016, 6:02 AM · Arma 3
d3nn16 edited Steps To Reproduce on T71350: add event handler "HandleRepair" similar to "HandleHeal".
May 10 2016, 5:43 AM · Arma 3
d3nn16 added a comment to T71343: scriptingcommands: disableNVEqipment, diableTVEquipment.

the issue reported here is somehow already included in http://feedback.arma3.com/view.php?id=16752

May 10 2016, 5:42 AM · Arma 3
d3nn16 edited Steps To Reproduce on T70417: graphical desync (vehicle exterior and vehicle interior HUD) with current vehicle damage state.
May 10 2016, 5:12 AM · Arma 3
d3nn16 edited Steps To Reproduce on T70397: estimatedtimeleft command does not work.
May 10 2016, 5:11 AM · Arma 3
d3nn16 added a comment to T70287: magazinesDetails is not exploitable.

Tested again and it works on the kajman helicopter. But the output is still not exploitable as mentioned in the case.

May 10 2016, 5:06 AM · Arma 3
d3nn16 edited Steps To Reproduce on T70287: magazinesDetails is not exploitable.
May 10 2016, 5:06 AM · Arma 3
d3nn16 added a comment to T70280: multiple friendly fire for pilot when helicopter crashes.

the solution I found so far for this issue is to use AddScore event handler and prevent negative score penalty for any player that is dead at the moment the score penalty is to be applied (on server side)

From m point of view this issue can be closed since there is a workaround through scripting

May 10 2016, 5:06 AM · Arma 3
d3nn16 edited Steps To Reproduce on T70280: multiple friendly fire for pilot when helicopter crashes.
May 10 2016, 5:06 AM · Arma 3
d3nn16 added a comment to T70116: Green faction uniforms do not load for other players..

addUniform command works locally but not globally in MP.

If I'm west player and use:
player addUniform "U_I_CombatUniform"
I am the only one to see the independent uniform. The other players will see the west uniform I started the mission with.

Suggestion 1: add green uniforms for west so we don't need to use independent uniforms (west uniforms are for desert camouflage but in PVP missions we need the same 'green-looking' uniforms for west so west has equal camouflage potential as east side)

Suggestion 2: make the addUniform command have global effects when used with uniforms that are of a different side than the players

May 10 2016, 5:00 AM · Arma 3
d3nn16 updated subscribers of T69952: Wrong Kill Message when Gunner of a Vehicle shoots a Teammate.

@Hammer

It's not the admin but the group leader that is monitoring the team kills. And if a player is using the group's vehicles to team kill then the group leader can kick the teamkiller from the group which in turn prevents him from using any group vehicles.

If the group leader kicked a player from his group by mistake he can recruit him back at any time.

(Search for ToK server for the mission if you're interested)

May 10 2016, 4:54 AM · Arma 3
d3nn16 added a comment to T69952: Wrong Kill Message when Gunner of a Vehicle shoots a Teammate.

what i did in my mission is that only group members can access the helicopter (pilot and gunner) and if anyone is teamkilling from the gunner position the leader of the group can expulse the teamkiller gunner from the group which in turn makes the gunner eject automatically from the helicopter

May 10 2016, 4:54 AM · Arma 3
d3nn16 added a comment to T69904: camPrepareDir command does not work (no effect).

camPrepareTarget command has no effect either

May 10 2016, 4:52 AM · Arma 3
d3nn16 edited Steps To Reproduce on T69904: camPrepareDir command does not work (no effect).
May 10 2016, 4:52 AM · Arma 3
d3nn16 edited Steps To Reproduce on T69881: (MP) groups are deleted after some players choose some of the group slots then all leave the server.
May 10 2016, 4:51 AM · Arma 3
d3nn16 edited Steps To Reproduce on T69866: allow combining of following respawn templates: wave, menuposition and spectator (MP).
May 10 2016, 4:51 AM · Arma 3
d3nn16 edited Steps To Reproduce on T69864: counter intuitive behaviour of unit score when unit destroys vehicles.
May 10 2016, 4:51 AM · Arma 3
d3nn16 edited Steps To Reproduce on T69863: blackfoot gunner can take controls and pilot but he cannot fire countermeasures.
May 10 2016, 4:51 AM · Arma 3
d3nn16 edited Steps To Reproduce on T69862: lack of "command menu - action options" to quickly setup the gear for AI units.
May 10 2016, 4:51 AM · Arma 3
d3nn16 added a comment to T69862: lack of "command menu - action options" to quickly setup the gear for AI units.

this issue is fixed with the virtual arsenal
this ticket may be closed

May 10 2016, 4:51 AM · Arma 3
d3nn16 edited Steps To Reproduce on T69859: add default parameters before game start for selectable date/weather conditions (MP).
May 10 2016, 4:50 AM · Arma 3
d3nn16 edited Steps To Reproduce on T69858: script function to record for each player specific variable values for when the player reconnects/switches slots.
May 10 2016, 4:50 AM · Arma 3
d3nn16 added a comment to T67849: hideObject command does not hide some objects.

I tried again in v1.44 on object 64340 (H barrier on Stratis) and it didn't work.

I tried following commands:
hideObject (position player nearestObject 64340)
hideObjectGlobal (position player nearestObject 64340)

May 10 2016, 3:33 AM · Arma 3
d3nn16 edited Steps To Reproduce on T67849: hideObject command does not hide some objects.
May 10 2016, 3:33 AM · Arma 3
d3nn16 edited Steps To Reproduce on T67810: flag owner does not have a visible flag attached to his body.
May 10 2016, 3:32 AM · Arma 3
d3nn16 added a comment to T67748: Mortar weapon related bugs (since version 0.6).

This issue may be closed.
Bugs 1 and 2 are fixed, bug 3 hasn't been noticed since and bug 4 is not a bug (as pointed out by Killzone Kid)

May 10 2016, 3:31 AM · Arma 3
d3nn16 edited Steps To Reproduce on T67748: Mortar weapon related bugs (since version 0.6).
May 10 2016, 3:31 AM · Arma 3
d3nn16 edited Steps To Reproduce on T67386: feature request for ability to monitor performance hit on server by mission scripts.
May 10 2016, 3:17 AM · Arma 3
d3nn16 added a comment to T67216: Changing classes in loadouts..

I suggest the following title for this issue:
make soldier skill independent of soldier class (eg: medic, demolition specialist, repair specialist)

So it doesn't matter what class the soldier is, as long as you have the medic/tool kit you can heal and repair. And it will be up to mission makers to restrict the access to these items. Also it will be more intuitive for players than the current class based system.

May 10 2016, 3:11 AM · Arma 3
d3nn16 edited Steps To Reproduce on T64933: respawnvehicle command doesn't account for sinking boats that are automatically removed.
May 10 2016, 1:42 AM · Arma 3
d3nn16 edited Steps To Reproduce on T63624: respawn marker for water vehicles.
May 10 2016, 12:49 AM · Arma 3
d3nn16 edited Steps To Reproduce on T63613: setVehicleAmmoDef does not work as expected.
May 10 2016, 12:48 AM · Arma 3
d3nn16 edited Steps To Reproduce on T63553: JIP does not work as expected.
May 10 2016, 12:44 AM · Arma 3
d3nn16 added a comment to T62611: Make votekicking easy.

Also please add the possibility of 2 kinds of kicks : "instant kick", "game-length kick"

I've seen situations in previous games where the kicked player was coming back even more angry :-)

May 10 2016, 12:08 AM · Arma 3

May 9 2016

d3nn16 added a comment to T62404: setPlayerRespawnTime is not working.

I works for me, I created a mission where respawn time increases each time you die (tested it on dedicated server and hosted server). I attached the missions in this case: http://feedback.arma3.com/view.php?id=5187

May 9 2016, 11:59 PM · Arma 3
d3nn16 added a comment to T61939: Arma III Alpha crashing on startup.

I'm experiencing the problem for first time and I attached dxdiag info and rpt folder (excluded folders sqauds and mpmissionscache which were 16MB)

May 9 2016, 11:36 PM · Arma 3
d3nn16 edited Steps To Reproduce on T61753: commands removeMagazines and removeMagazine do not remove magazines from weapons.
May 9 2016, 11:20 PM · Arma 3
d3nn16 added a comment to T61210: Voice commands for the AI.

voice recognition can work if you record your voice for each action

[1 - 20+] - [move/watch/get down/dont fire/etc] - [10-100 meters] - [north/east/west/...]

like setting keyboard controls

May 9 2016, 10:54 PM · Arma 3
d3nn16 added a comment to T60283: Unable to directly reaload STANAG ammo on SDAR in multiplayer.

Was about to report the same thing. Uploaded 4 screenshots (s1-4.png).

s1-s2: having one stanag mag and one dual purpose allows to switch between them by right clicking on the magazine loaded into the weapon

s3-s4: after adding one extra dual purpose mag and after switching from dual purpose to stanag cannot switch back to stanag by right-clicking on the magazine loaded into the weapon

Tests done in multiplayer editor

May 9 2016, 9:37 PM · Arma 3