confirmed also "debris / loot" floating in the air and on roofs
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May 10 2016
info/repro's has been sent across to you guys via other means of communication
has there been any progress Dwarden?
let me know buddy
i think when you open map it should be zoomed out central of course (middle of map) and when you zoom in its just where ever your cursor is
related to my ticket...
nice one! would be good if the AI was smart enough to decide where to go for ammo....
sounds like we need to tell the AI to breathe at the moment lol
theres already 1000 tickets like this mate
cant that be fixed then? then we have our lights back
using the addon mentioned above... works great guys get it
yep I also did the repro and it worked
can be related to this thread for information
http://forums.bistudio.com/showthread.php?170472-Increasing-lifetime-of-mortar-illumination-rounds&p=2584133#post2584133
it seems to have been fixed :/
weird.....
if you would like any attention from BI... i strongly suggest a repro mission.
many thanks
did you have fog enabled?
can you produce a repro mission?
what are your view distance object distance settings
thank you
Yeah will close when I test it when I'm home later tonight
Cheeeeers pettka!
issue has been fixed in 1.10 thanks again
Ok not to worry pettka :)
Can someone on dev branch please test this in a couple of days please?
I'm on stable branch and really want to avoid downloading all that data and changing back
As I have a solid state drive
If it works can it slip into main branch please lord pettka?
^ yep you are correct there, it only chooses the random pos once at mission start.
even if it was able to re calculate the waypoint over and over would be enough for me
so will the "cycle" waypoint have to have a radius too? so when they loop both waypoints be random?
So every time the unit goes back to the first waypoint with the radius, he will be random every time?
So yeah... It will be technically patrolling around a radius.
I will try this but still would be a nice addition something little and useful to make it that much easier for people
update.
ive tried what you said and it doesn't work to how i was hoping.
i placed 2 waypoints literally on top of eachother, 1 was move (safe, limited) and a cycle waypoint.
i watched the unit literally walk to a position and walk to another and he REPEATED the same path over and over.
he did not randomly patrol that radius. (i.e. not in a single line but all over)
hmmm :(
fixed in 1.10
hope they fix this soon... :(
upvoted as my vote will make the difference ;)
^ chill out... we have all been waiting for this yet we are not crying about it
yesss that equipment tab made me jump around the room!!!!
you do know that BI do not have the time or resources to "port" over all the other content right... let alone test it all works
however the community has already started doing this..
Hang on a second... I'm not asking for this to be right this second buddy,
Simply if it was added on a to do list would be ok for me.
But everyone is entitled to their opinion arnt they
any news?
Oooooo I'm with viper
Either way editing sqm of or join group or sqf spawning is silly...
If it was put on both sides the following can happen.
-players who wish to use them against blufor can....
-players who like them as they are can easily set it to friendly blufor...
-no scripting needed
-arguments no more
Or make then visible blufor and opfor and the same result (as above) will occur.
I really don't see the problem with them being visible in blufor and independant!!
Hell you can make them fight each other!
Friendly towards opfor, spawn the independant FAA and spawn the blufor FAA or whatever it's called and so forth..
It would be a win win situation for everyone!
Is anyone with me?
i like vipers comment....
i mean why make it invisible... what was the actual point?
its like drinking AIR but the water is invisible.
me and my bro also encountered this issue with the jet
Hi dazhbog this starts to happen for me when playing the game for a while.
I'm simply creating missions, testing, messing around, but it seems that it's when your in Altis even by yourself do a 360 and it judders.
I'm not sure what everyone else is going to reply but for me it's on single player
And general game play. It's getting better after each update! But the issue is still present.
I will try as much as I can to get repros set up for you
maddog, would you know what to look for in these files?
dxdiag uploaded, now going for a spin on arma 3 without -nologs will upload rpt file soon
a quick rpt file added, will keep -nologs off and will report again when its built up
my pagefile is set to "let windows decide" or whatever it normally says on AUTO
Where would the dxdiag be?
I will attach these later on tonight, I will have to remove the nologs param ;)
yes but I bet the votes don't get carried over do they
thanks guys :) keep voting something needs to be done here
upvoted yours too... i know this will be closed as a duplicate but but but wont it show that its a problem?
i dont want my 16gb ram to be limited for 2gb i may aswell play arma 1,2,3 at the same time and still wont use it all.
may even be the cause of PIP flickering on some vehicles also
Everyone should contribute to mad dogs ticket
It's being investigated and may be able to improve things for 64 bit users
full agree needs 64bit regardless... why have 64bit compatibility if your not going to Finnish the job?
you have upscaled the terrain by a huge amount but left us with the same shitty resource limitation
Oh right, even if they could tweak it even a little bit that would be appreciated as it is quite bad :/
it wont affect anything as of yet until they do this rain overhaul
yeah i understand that vanilla should be good anyway but lets face it... its not.
just use JSRS orrrr BIS should really invest in LordJarheads help...
employ JSRS!!
solution..... download JSRS....sorted
i hope they do this, would make AiA awesomeeee
go progamer go!
i think it should stay as it is as it gives the nice effect of base patrols and base units..
anyhow if you dont like the weapons... "removeallweapons this; removeallitems this; removeallcontainers this"
Oh right, even if they could tweak it even a little bit that would be appreciated as it is quite bad :/
Do the following
Select unit you wish to be the transport make waypoint load somewhere
Now select the units that are being loaded and place a get in waypoint near the load waypoint and sync the waypoints together
more details needed
this annoys me also
pistol test was made without silencer and to a civilian not a soldier.
i have tried with a soldier and no different was found.
whose actually downvoted this?
thats the one
i know i was kidding mate lol humor ;)
OFP is still WIP...
haha yeah we all know light travels faster than sound but...Jeez the lightning isnt like a galaxy away haha
new photo added with a better example
or just do both tickets haha
as long as they still can be syncd with normal triggers for example when unit reaches this area trigger is fired and task is complete but in a more simple fashion
upvoted 1000 times more (wishful thinking)
upvoted for the easier tasks bit!! not so sure about variables :/ i only know things like !alive playername and stuff like that lol
they are shit.. lol i wish they wore something a bit nicer
not like fly helmets
or with 9000 he could buy VBS?
this would be down to the admin of the server not the game developers!!
and should learn to lock your vehicle.
-1 downvoted
hmmm this could be interesting but in my opinion it would hardly ever get used.
if they implemented a tug. i think because of minimal demand they would say you script it to pull a plane
my ticket would be more suitable
my GTX690 has a hefty fan, i couldnt afford the liquid cooling one like my CPU but o well my rig is special lol
less syncing needs to be done its mental... you zoom out and its like wtffff
blue lines everywhere
i think the problem lies with the trigger itself not setting off all of its syncs...
maybe the trigger activation needs to be prolonged i reckon.
ive narrowed it down to the ASSIGN module itself!! sometimes this module does not fire and will make the destination module have only 50% chance of working.
i just played a mission i made and it included the assign module also.
1st preview everything worked.
2nd preview after adding more enemy units and it did not fire when the trigger was activated...
i removed the assigned module and (annoying i now have to click every task manually) it works.. sorta
the problem is back again..
@blackjack, this resolution no longer works for me for certain tasks lol
mostly task 2 and task 3
task 1 is fine.
i think triggers get overloaded and confused maybe
@blackjack your a ledgend!!!
maybe BIS could make using the modules a bit more easier Jesus!
only taken me a week to figure this shit out.