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May 10 2016

Moricky added a comment to T75917: ZEUS missing weapons and items.

Baron Pettka to the rescue!

May 10 2016, 7:48 AM · Arma 3
Moricky added a comment to T75915: Remove "Black Border" around screen when remote controlling a unit via Zeus.

It's necessary to visualize that you're "inside" of another unit. I don't want any other UI elements like the suggested eye or time stamp, because they can clash with HUD (i.e., weapon info, command bar, etc.).

I'll consider making the black vignette slightly subtler though.

May 10 2016, 7:47 AM · Arma 3
Moricky added a comment to T75908: Easier to create zeus missions.

Hi, there's a basic documentation on the community wiki:
https://community.bistudio.com/wiki/Curator

May 10 2016, 7:47 AM · Arma 3
Moricky added a comment to T75907: Ordnance modules are not working (editor).

Should be fixed in today's dev build

May 10 2016, 7:47 AM · Arma 3
Moricky added a comment to T75905: Empty Loadout.

Two now loadouts were added for each faction last week:

  • Soldier (unarmed) - lacks weapons and magazines, but otherwise equipped normally (i.e., vest, NVG, map, radio ...)
  • Survivor - doesn't have anything except of uniform.
May 10 2016, 7:47 AM · Arma 3
Moricky added a comment to T75905: Empty Loadout.

Good point, I'll add empty loadouts for each side.

May 10 2016, 7:47 AM · Arma 3
Moricky added a comment to T75901: Clearing ammo crates does not clear the capacity bar until OK is clicked.

Should be fix in today's build.

May 10 2016, 7:47 AM · Arma 3
Moricky added a comment to T75900: Only the server player can see animals.

Oh the wise pettka, I seek your counsel.

May 10 2016, 7:47 AM · Arma 3
Moricky added a comment to T75892: UI for group formations issues wrong command.

Should be fixed in today's dev build.

May 10 2016, 7:47 AM · Arma 3
Moricky added a comment to T75887: Cannot expand object catagories.

We released a hotfix this afternoon, should be ok now.

May 10 2016, 7:46 AM · Arma 3
Moricky added a comment to T75867: Since the Zeus (god game thing) all the most important issues have been pushed to the bottom of the list....

My plans to completely redesign the sound engine I know nothing about were indeed ruined by Zeus. I promise I will be more responsible in the future.

May 10 2016, 7:46 AM · Arma 3
Moricky added a comment to T75865: Stance indicator with control AI.

Passed to our programmers.

May 10 2016, 7:46 AM · Arma 3
Moricky added a comment to T75862: Zeus: Allow Zeus to create player start loadouts.

You guys are right, the respawn module was too restricting.
I redesigned it, so Zeus can now give player loadout of any unit he can place (i.e., if he can place a sniper, he can also give players sniper loadout).

https://twitter.com/KarelMoricky/status/440167029799014400

Note: This also means that at the beginning of ZGM missions (when only respawn module is available), options are still too limited. That should be fixed together with rules adjustment in the mission I'm planning in the next few days.

Note 2: I currently have no plans for loadout module where you could compose custom loadout from individual weapons and items. I'm afraid it would be too time consuming (both for me as designer and for Zeus during the game) and there are different priorities. I believe that chosing from pretty much every soldier in the game should be enough in majority of cases.

May 10 2016, 7:46 AM · Arma 3
Moricky added a comment to T75862: Zeus: Allow Zeus to create player start loadouts.

As mentioned in the live-stream, this is high on my to-do list.

May 10 2016, 7:46 AM · Arma 3
Moricky added a comment to T75862: Zeus: Allow Zeus to create player start loadouts.

Available in the dev version now, just place Respawn > Loadouts module ;)
https://twitter.com/KarelMoricky/status/438661995395432448

May 10 2016, 7:46 AM · Arma 3
Moricky added a comment to T75860: virtual Entity Zeus can be killed/spotted by AI.

Virtual entities can no longer be killed.
Should be available in tomorrow's build.

May 10 2016, 7:46 AM · Arma 3
Moricky added a comment to T75855: Allow zeus to issue the full waypoint Type and combat mode list available in the 2D editor.

Duplicate of #17351

May 10 2016, 7:46 AM · Arma 3
Moricky added a comment to T75850: Zeus "Remote Control" Module: Loss of Unit Control and Friendly Fire Issues.
  1. Camera is longer locked on the unit after you return back to the interface.
  2. Controlling another unit after the previous one was killed should give you now full control, not just the view.
  3. Shooting friendlies no longer affects player's rating.

Should be available in tomorrow's build.

May 10 2016, 7:46 AM · Arma 3
Moricky added a comment to T75847: Cannot aim down sights or use any optics with "Remote Control" Zeus module..

I believe I found the issue and fixed it (ETA Friday), but I'm still not sure about it.
Please try it and if the problem still persist, slap this issue back to my face ;)

May 10 2016, 7:46 AM · Arma 3
Moricky added a comment to T75847: Cannot aim down sights or use any optics with "Remote Control" Zeus module..

I'm unable to reproduce this issue. Tried both in SP, on hosted server and on dedicated server. Ability to switch to the player unit didn't have any effect on it.

May 10 2016, 7:46 AM · Arma 3
Moricky added a comment to T75847: Cannot aim down sights or use any optics with "Remote Control" Zeus module..

Vanilla Arma, or with some mods?

May 10 2016, 7:46 AM · Arma 3
Moricky added a comment to T75841: Remote controled units reload automatically.

Should be fixed in the next dev build exe update.

May 10 2016, 7:45 AM · Arma 3
Moricky added a comment to T75837: Can't use the artillery computer while remotely controlling a unit.

Might not be achievable, it's possible the artillery computer is tied to the player specifically. We'll investigate it.

May 10 2016, 7:45 AM · Arma 3
Moricky added a comment to T75837: Can't use the artillery computer while remotely controlling a unit.

Should be fixed in the next dev build exe update.

May 10 2016, 7:45 AM · Arma 3
Moricky added a comment to T75836: When exiting a remotely controlled unit by Zeus, the camera is reset somewhere far away.

Reproduced, fixed, committed. ETA tomorrow.

May 10 2016, 7:45 AM · Arma 3
Moricky added a comment to T75836: When exiting a remotely controlled unit by Zeus, the camera is reset somewhere far away.

Cannot reproduce, the camera move to the unit correctly.

Any specific steps I should follow?

May 10 2016, 7:45 AM · Arma 3
Moricky added a comment to T75826: Add a module which changes the Independent faction loyalty.

I'm afraid the current side system doesn't allow dynamic relation changing, not without undesired side effects. That's why ZGM scenarios at least have ability to set relations in mission parameters in the lobby.

May 10 2016, 7:45 AM · Arma 3
Moricky added a comment to T75825: Remotely controlled AI can't use their optics or change gear.

Duplicate of #0017488

May 10 2016, 7:45 AM · Arma 3
Moricky added a comment to T75817: Remote Control module does not work.

Dev version published in Friday morning was accidentally missing one addon which was required for remote control to work. Another update released in the afternoon fixed this.

May 10 2016, 7:45 AM · Arma 3
Moricky added a comment to T75811: Zeus - Game should not automatically issue radio messages.

This is intentional - players are warned about incoming strike when they're less than 100m from the ordnance module, so they at least have some time to react. Without it, Zeus would have too much power. If you want silent strikes, spawn ordnance modules further away.

As for respawn, it's also as designed. Players have right to know when new respawn point is available.

May 10 2016, 7:45 AM · Arma 3
Moricky added a comment to T75797: ZEUS Has some opfor groups still missing.

Fixed, should appear in the next dev build.

May 10 2016, 7:44 AM · Arma 3
Moricky added a comment to T75792: Newer AAF Vehicles Not Listed.

Fixed, the problem was actually mine. Should appear in the next dev build.

May 10 2016, 7:44 AM · Arma 3
Moricky added a comment to T75792: Newer AAF Vehicles Not Listed.

Grandmaster pettka, please check CfgPatches units[]

May 10 2016, 7:44 AM · Arma 3
Moricky added a comment to T75782: Request Feature - Ammo Crate contents scripting area.

Duplicate of #0017347

May 10 2016, 7:44 AM · Arma 3
Moricky added a comment to T75781: Request Feature - Parachute for ammo boxes.

Fixing this took me about 10 minutes. Many heavily upvoted issues require complicated decisions and multi-department cooperation, that's why they often remain unsolved for quite some time

May 10 2016, 7:44 AM · Arma 3
Moricky added a comment to T75781: Request Feature - Parachute for ammo boxes.

Yes we can! In the next dev build ;)

May 10 2016, 7:44 AM · Arma 3
Moricky added a comment to T75778: Postprocess effects not removed when module is deleted.

That's intended behavior. The module lets you to set the global PP effect, which is not tied to any specific module. In fact, you can have unlimited number of PP modules present in your mission.
All modules which are affecting mission settings (weather, daytime, countdown, respawn tickets, ...) works this way.

May 10 2016, 7:44 AM · Arma 3
Moricky added a comment to T75777: Please add GBUs into ordinance tab.

Air strike modules are already in the game, but I'm afraid I wasn't able to implement bombing run due to technical limitations. Only missile strike, gun strafe and combination of both is available.

However, laser target is now visualized by a special icon, so Zeus can spot it and send any kind of fire support on the location. Is that ok?

May 10 2016, 7:44 AM · Arma 3
Moricky added a comment to T75777: Please add GBUs into ordinance tab.

I'm planning to add bombing runs together with the release of new jets.

May 10 2016, 7:44 AM · Arma 3
Moricky added a comment to T75772: Add numeric display of Zeus resources.

Thanks for the problem explanation, it's very helpful.

I imagine that instead of showing cost preview of just one unit, we could should multiple previews in a row to see how many times you can build the unit with current resources.

May 10 2016, 7:44 AM · Arma 3
Moricky added a comment to T75772: Add numeric display of Zeus resources.

The resources are intentionally abstract, visualized by a progress bar rather than by numbers. It allows greater flexibility, as many costs are currently numbers like 0.015625, which wouldn't look very appealing on the screen.
When you look at other games, numerical value is usually used when it represents some specific resources, e.g., money, mana, wood, coal, ... However, the resources in Zeus aren't specific, so it wouldn't make sense to show some numbers. This was design intention from the beginning.

May 10 2016, 7:44 AM · Arma 3
Moricky added a comment to T75771: Zeus custom objective adding fails after a while with a script error.

Fixed, should appear in the next dev build.

May 10 2016, 7:44 AM · Arma 3
Moricky added a comment to T75767: Add god voice to Zeus.

I like this idea, but it would have to be optional - in many instances you want to role play as an HQ and don't want to sound so ... thunderous :)

I'm afraid there's no priority for this before release, but I'd like to check possibilities afterwards.

May 10 2016, 7:44 AM · Arma 3
Moricky added a comment to T75765: No autonomous(drone) tab under faction tabs.

Fixed, autonomous vehicles can now be placed in AI in them.

May 10 2016, 7:44 AM · Arma 3
Moricky added a comment to T75754: Request Feature - IED Placement.

IEDs added, you'll find them in Empty > Explosives.

They can be detonated them by pressing 'End' (destroy) key.

Bounding box is currently not displayed when editing them, which is issue we're working on.

May 10 2016, 7:43 AM · Arma 3
Moricky added a comment to T75753: Request Feature - Wait until Waypoints.

Added, should be available in tomorrow's dev build.

May 10 2016, 7:43 AM · Arma 3
Moricky added a comment to T75753: Request Feature - Wait until Waypoints.

Cool idea, will take a look at it.

May 10 2016, 7:43 AM · Arma 3
Moricky added a comment to T75752: Request Feature - Definable Waypoints with onAct section.

Duplicate of 0017351

May 10 2016, 7:43 AM · Arma 3
Moricky added a comment to T75743: Add a Help Button When in Zeus interface.

You can find info about Zeus controls and features in Field Manual, there's a new Zeus category ;)

May 10 2016, 7:43 AM · Arma 3
Moricky added a comment to T75739: Radio Bugs in ZSC.

Channels should now work correctly, check for "BLUFOR / Zeus" or "OPFOR / Zeus" channels.

May 10 2016, 7:43 AM · Arma 3
Moricky added a comment to T75727: Sound does not stop when removing "Play Sound" module in Zeus.

Should be fixed in today;s dev build.

May 10 2016, 7:43 AM · Arma 3
Moricky added a comment to T75724: Can not edit 2d editor mission objects.

To make editor objects editable by Zeus, add them either using "Add Editable Objects" module or using addCuratorEditableObjects scripting commands.

See the documentation for more details: https://community.bistudio.com/wiki/Curator#Editable_Objects

May 10 2016, 7:43 AM · Arma 3
Moricky added a comment to T75718: Camera does not teleport after doubleclicking on the map....

Right, I see it now.
Hint fixed.

May 10 2016, 7:42 AM · Arma 3
Moricky added a comment to T75718: Camera does not teleport after doubleclicking on the map....

Use middle mouse button.

Left click is reserved unit interaction, so you would for example place a waypoint while trying to move the camera.

May 10 2016, 7:42 AM · Arma 3
Moricky added a comment to T75710: Zeus: Advanced Waypoint Editing.

Waypoint type attribute added, double-click on a wayipont to configure it.

Available waypoint types:
MOVE
GET OUT
UNLOAD
TRANSPORT UNLOAD
LAND
FIRE MISSION

More may be added later.

May 10 2016, 7:42 AM · Arma 3
Moricky added a comment to T75709: Zeus: Adjustable Area of Affect for Lightning.

The lightning is now significantly more expensive in ZGM scenarios now, making it less prone to exploit.
I'm afraid all other solutions are not achievable due to technical limitations.

May 10 2016, 7:42 AM · Arma 3
Moricky added a comment to T75708: New added flare round in Zeus should replace old aircraft flare countermeasure.

Category changed to "Particles", because it's not a Zeus related issue.

May 10 2016, 7:42 AM · Arma 3
Moricky added a comment to T75706: ZEUS Loadout/Equipment/Inventory Editor.

Should be available in tomorrow's build
https://twitter.com/KarelMoricky/status/437922373317054464

May 10 2016, 7:42 AM · Arma 3
Moricky added a comment to T75705: In the new ZEUS mode the generic radio message menu UI is broken..

I'm unable to reproduce this issue. Pressing OK will play the message, pressing Cancel will close the window without doing anything.

The UI is used by all modules, so if it would be broken, it would affect all of them.

May 10 2016, 7:42 AM · Arma 3
Moricky added a comment to T75695: Zeus mode: Add possibility to run a script command.

Exec field added to object attributes.

It's visible only when debug console is available (https://community.bistudio.com/wiki/Mission_Editor:_Debug_Console)

May 10 2016, 7:42 AM · Arma 3
Moricky added a comment to T75695: Zeus mode: Add possibility to run a script command.

This should be fairly easy to add, thanks.

Meanwhile, you can use 'curatorSelected' scripting command in the debung console - it will return all selected entities like objects, groups or markers.

May 10 2016, 7:42 AM · Arma 3
Moricky added a comment to T75694: ZEUS: 2 essentials ideas.

Good points, thanks.

May 10 2016, 7:42 AM · Arma 3
Moricky added a comment to T75440: SetTaskState Module not working correctly in MP.

Fixed.

Affected all modules with isGlobal=1 and isTriggerActivated=1.

May 10 2016, 7:36 AM · Arma 3
Moricky added a comment to T75282: OMG, triggers are global!!!.

This is intended behavior and it's consistent with those of other objects, like soldiers or vehicles.

createTrigger is analogous to createVehicle, not createVehicleLocal. It makes sense the trigger is created on every computer including server, but remains local to whoever created it. Once that machine disconnects, locality is naturally passed to the server.

As for trigger statements - one must remember that while trigger is created globally, setTriggerStatements and other trigger commands are local.

May 10 2016, 7:32 AM · Arma 3
Moricky added a comment to T74933: BIS_FNC_itemType doesn't support goggles (eyewear).

Fixed, ["Glasses","Glasses"] will now be returned.
Will appear in the next dev build (which, I'm afraid, is next year).

May 10 2016, 7:23 AM · Arma 3
Moricky added a comment to T74553: Vehicle Respawn Module not ignoring collision correctly.

Duplicate of http://feedback.arma3.com/view.php?id=14658

May 10 2016, 7:14 AM · Arma 3
Moricky added a comment to T74545: Vehicle respawn module still broken if vehicle is destroyed at the initial starting position .

Duplicate of http://feedback.arma3.com/view.php?id=14658

May 10 2016, 7:14 AM · Arma 3
Moricky added a comment to T74493: Respawn Template is broken.

I'm afraid I'm unable to reproduce the issue with duplicate respawn points. Could you please attach a simple repro mission?

As for the strings - I adjusted the script so writing the localization key directly (e.g., "STR_GLT_Coastline") will work. Should appear in the next dev build update.

May 10 2016, 7:13 AM · Arma 3
Moricky added a comment to T74483: getting 'bin\config.bin/CfgMarkerColors.ColorCivilian' constantly on mission start up.

Color was renamed to 'colorCIV', but I forgot to leave there previous 'colorCivilian' for backward compatibility. Fixed, should appear in the next dev build update. Thanks for feedback.

May 10 2016, 7:13 AM · Arma 3
Moricky added a comment to T74439: Debug console resets every time it's opened in latest dev build.

Should be fixed in the upcoming dev build. Sorry for the delay.

May 10 2016, 7:12 AM · Arma 3
Moricky added a comment to T74430: Map display control centre point is not map screen centre point.

This is not a bug. You assume the map center is [0.5,0.5], but it's not, so the script is incorrect.

The correct solution is to calculate map dimensions dynamically:
_mapCtrl = findDisplay 12 displayCtrl 51;
_center = _mapCtrl ctrlMapScreenToWorld [
(ctrlPosition _mapCtrl select 0) + (ctrlPosition _mapCtrl select 2) * 0.5,
(ctrlPosition _mapCtrl select 1) + (ctrlPosition _mapCtrl select 3) * 0.5
];

This solution will work with every map, no matter what its dimensions are.

May 10 2016, 7:11 AM · Arma 3
Moricky added a comment to T74379: Allow overriding of SQF functions via two new commands..

I'm afraid that marginal benefit of the feature would be overshadowed by decreased performance and huge security hole it would introduce.

May 10 2016, 7:10 AM · Arma 3
Moricky added a comment to T74349: Unable to name Respawn Menu positions for OBJECTs.

Added a few days ago, you can now set the name in BIS_fnc_addRespawnPosition.

[west,myRespawn,"HQ"] call bis_fnc_addRespawnPosition;

Can also point to localization key:

[west,myRespawn,"STR_HQ"] call bis_fnc_addRespawnPosition;

May 10 2016, 7:10 AM · Arma 3
Moricky added a comment to T74347: Respawn Menu : last respawn location choosen even if position has been removed.

This is still not 100% fixed. (Stable build v1.06)

That's why I wrote "should appear in the next dev build update." ;)
Could you please test it there?

May 10 2016, 7:10 AM · Arma 3
Moricky added a comment to T74347: Respawn Menu : last respawn location choosen even if position has been removed.

Fixed, should appear in the next dev build update.

May 10 2016, 7:10 AM · Arma 3
Moricky added a comment to T74340: Error in BIS_fnc_error.

Will be fixed in the upcoming dev build.

May 10 2016, 7:09 AM · Arma 3
Moricky added a comment to T74059: Server public variables not available in client preInit.

This is intentional. That's why it's called "preInit" - because it's executed before anything else is initialized. I recommend to use "postInit" instead.

May 10 2016, 6:57 AM · Arma 3
Moricky added a comment to T74043: Sector Module is NOT jip compatible.

Should be fixed now, was caused by markers not being JIP compatible.

May 10 2016, 6:57 AM · Arma 3
Moricky added a comment to T73864: SetAITalk Command .

'enableSentences false;' works. We're even using it in official missions during conversations.

May 10 2016, 6:53 AM · Arma 3
Moricky added a comment to T73627: Inventory/ Loadout editor.

Category changed to "Eden Editor", it will be solved there now.

May 10 2016, 6:46 AM · Arma 3
Moricky added a comment to T73100: CfgFunctions postInit runs before init.sqf on clients at mission start in MP (dedicated server).

I'm afraid there are various engine reasons why init.sqf is executed at different point in SP and MP.
I recommend to use initServer.sqf and initPlayerLocal.sqf instead: http://community.bistudio.com/wiki/Functions_Library_%28Arma_3%29#Initialization_Order

May 10 2016, 6:29 AM · Arma 3
Moricky added a comment to T73100: CfgFunctions postInit runs before init.sqf on clients at mission start in MP (dedicated server).

What are reasons why initServer.sqf and initPlayerLocal.sqf are not an option?

May 10 2016, 6:29 AM · Arma 3
Moricky added a comment to T73017: Vehicle Respawn Module: vehicles don't respawn exactly on the starting position.

When "Position" is set to "Starting position", the wreck will now be always removed in case it block the respawn position.

May 10 2016, 6:27 AM · Arma 3
Moricky added a comment to T73017: Vehicle Respawn Module: vehicles don't respawn exactly on the starting position.

Koala is right - when the starting position is blocked by a wreck of the old vehicle, the new vehicle is place on the nearest available spot.

May 10 2016, 6:27 AM · Arma 3
Moricky added a comment to T72993: menuInventory produces dummy backpacks.

Caused by broken 'removeBackpack' command (reported internally).

May 10 2016, 6:27 AM · Arma 3
Moricky added a comment to T72944: respawnOnStart = 1.

Fixed in dev version, should appear there tomorrow.

MenuRespawn and MenuPosition templates will still respawn player automatically when he joins the game, but it can be now disabled by adding respawnOnStart = 0; to mission description.ext

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

Reopened, backward compatibility was missing. Sorry

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

Since Zeus was relesed to the dev branch, players are now respawned on start automatically when MenuInventory or MenuPosition respawn template are used. respawnOnStart attribute is now obsolete.

(sorry for not closing this earlier, I overlooked it)

May 10 2016, 6:25 AM · Arma 3
Moricky added a comment to T72929: Object modifier show/hide module and Set AI Mode does not work with vehicles.

Will be fixed in today's dev build.

May 10 2016, 6:24 AM · Arma 3
Moricky added a comment to T72882: scripts\A3\ui_f\scripts\initDisplay.sqf.

I don't quite understand what's the issue. Please provide exact repro steps and your view of expected behavior.

May 10 2016, 6:23 AM · Arma 3
Moricky added a comment to T72833: Respawn Fails on Loading Screen.

I'm afraid it's problem of the mission - situation where no respawn points are available should never occur. In your example, both players who serve as respawn point died.

However, it should definitely not freeze the game. I'll fix it and display an error message in case no positions are found.

May 10 2016, 6:22 AM · Arma 3
Moricky added a comment to T72132: The script in the game files called "fn_sandstorm" does not work.

Will be fixed in today's dev build.

May 10 2016, 6:04 AM · Arma 3
Moricky added a comment to T72123: Debug Console in Dedicated Servers.

Should be fixed in today's dev build.

May 10 2016, 6:04 AM · Arma 3
Moricky added a comment to T71437: Vehicle Respawn Module Bug.

Fixed in the latest dev build.

May 10 2016, 5:45 AM · Arma 3
Moricky added a comment to T70925: Debug console is available to all players online.

Should be fixed in today's dev build.

May 10 2016, 5:29 AM · Arma 3
Moricky added a comment to T70895: [SEVERE] Overal Security Vulnerability.

Call compile removed completely, values are now stored as numbers instead of string

May 10 2016, 5:28 AM · Arma 3
Moricky added a comment to T70887: 'private' test.

Success, private issues are visible only by moderators and devs.

May 10 2016, 5:28 AM · Arma 3
Moricky edited Steps To Reproduce on T70887: 'private' test.
May 10 2016, 5:28 AM · Arma 3
Moricky added a comment to T70789: Undefined Variable: bis_fnc_respawnselectiventory_texts.

Fixed in release version.

May 10 2016, 5:24 AM · Arma 3
Moricky added a comment to T70771: update from 31 july said that "Fixed: Disabled vehicles were not respawning" - THIS IS NOT FIXED.

I'm afraid it's just incomplete update message. By disabled, I meant vehicles disabled using enableSimulation scripting command (http://community.bistudio.com/wiki/enableSimulation).

Sorry for the confusion.

May 10 2016, 5:24 AM · Arma 3