Squad logos are also affected.
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
May 10 2016
Thanks for the fix BlenderRus. It's working for now...
Is "reviewed" good or bad? Any news on this? :(
Yes, this is still an issue... Player is not respawned on start but moved to respawn_side marker.
The ticket title doesn't describe the problem. (Too general)
Added repro mission.
This makes no sense at all. Of course mission makers want their units to start the mission where they placed them in the editor... not at a RANDOM location.
Like it is right now, teams don't even start at the same location sometimes.
Same applies to JIP, they are starting at a RANDOM location.
This is unacceptable and breaks a lot of missions. (Must add setpos workaround just to start where it is intended)
We definitely need the respawnOnStart parameter. The respawn dialog is pretty much unusable like this.
Same here, PLEASE we need a fix for this ASAP!
Hardware:
ASRock Z77 Extreme4-M
Intel Core i5-3570K, 4300 MHz
8 GB DDR3 1600 G.Skill RipjawsX
SAPPHIRE DUAL-X R9 270X 2GB GDDR5 OC WITH BOOST
GPU Drivers: 14.6 beta, but it also happed with older versions.
Added my cfg and profile files.
Video settings make no difference though.
It works by clicking the small triangle left of the campaign title, THEN double click on the first episode. Weird UI design and behavior. This could be done a lot more intuitive.
The missing Play button simply breaks the CONSISTENCY of the UI. No wonder people get confused.
I got no "Play" button either. Just a greyed out "Host" button. Double click doesn't work for me. I cannot start the campaign. EPIC FAIL
case-sensitive, you nailed it. Now I feel stupid. I used "in" so many times and never ran into this.
It's working now. Ticket can be closed... Sorry :-/
No way to disable respawn at mission start anymore?
Now ALL missions that use MenuInventory or MenuPosition are broken (All players die at mission start). Great.
Duplicate of #11577, please close.
Sorry about that :-/
It's not just an eye-sore, this flag makes retextures pretty much impossible.
The command also doesn't work when you're inside a vehicle.
BUT startLoadingScreen is working (It disables simulation and prioritizes scripts) as intended. For a fancy loading screen/text, use the description.ext entries.
I.e.
dev = "Goz3rr";
author = "Goz3rr";
onLoadName = "My awesome mission";
onLoadMission = "Do stuff!";
loadScreen = "loadingpic.paa";
May 9 2016
Okay... I was right. This does indeed work:
- spawn {
sleep 1;
setPlayerRespawnTime 5;
};
Command is not broken, just changed it's behavior since ArmA 2...
Ticket can be closed/removed.
Hmm I will try again. Thanks for letting me know. I'm using a lobby parameter to simply set respawn time. Maybe just some delay into the mission needed (i.e. sleep 1)?
In ArmA 2 it always worked.
Only tested on (local) hosted environment.
Painful indeed. Voted.
STILL not working with 1.06.
Still not working with 1.4.111.668. Tested on dedicated all by myself, wasn't able to take uniform or vest from crate.
At least those items are now stacked, BUT ONLY FOR JIP.
Sure, here is the exact code I used during that test I mentioned. It was a dedicated server. 2 Clients were present at mission start, one JIP. None of those were able to take out the vests. Uniform was working sporadically. The rest (backpacks and headgear) were working just fine.
Maybe also worth mentioning that the crate was over it's intended capacity.
Executed from the crate's init line, the crate was B_supplyCrate_F:
nul = [this, "gear"] execVM "crate.sqf";
_crate = _this select 0;
_type = _this select 1;
if (!isServer) exitWith {};
clearWeaponCargoGlobal _crate;
clearMagazineCargoGlobal _crate;
clearItemCargoGlobal _crate;
switch (_type) do {
case ("gear") : {
_crate addItemCargoGlobal ["U_B_CombatUniform_mcam", 10]; _crate addItemCargoGlobal ["U_B_CombatUniform_mcam_tshirt", 10]; _crate addItemCargoGlobal ["V_PlateCarrier1_rgr", 20]; _crate addItemCargoGlobal ["H_HelmetB_paint", 10]; _crate addItemCargoGlobal ["H_HelmetB_light", 10]; _crate addItemCargoGlobal ["H_Booniehat_khk", 10]; _crate addItemCargoGlobal ["H_Cap_red", 10]; _crate addItemCargoGlobal ["H_Cap_blu", 10];
};
case ("backpacks") : {
_crate addBackpackCargoGlobal ["B_AssaultPack_cbr", 10]; _crate addBackpackCargoGlobal ["B_Kitbag_cbr", 10]; _crate addBackpackCargoGlobal ["B_Bergen_mcamo", 10]; _crate addBackpackCargoGlobal ["B_TacticalPack_mcamo", 10]; _crate addBackpackCargoGlobal ["B_Carryall_mcamo", 10];
};
};
Equipping a vest from a crate on a dedicated is still not working with 1.02. Just tested it with 3 people.
Still not working with beta...
IMO It shouldn't be tied to the user interface.
Maybe a separate size setting for _INGAME_ UI elements such as compass and watch would be a solution.