Hmm, although changing it (as above) made a difference, it does not seem to be a consistent fix, as I first thought. There seems to be more to it than this.
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Aug 30 2016
In the meantime, just use this:
Aug 14 2016
Task can be closed. Thank-you.
Aug 13 2016
Jul 16 2016
Jul 14 2016
May 10 2016
Issue can be Closed. Seems to be fixed and working.
I use Windows 7. My second monitor is on the right side of the primary monitor.
I am unsure whether starting the game in windowed mode, then switching to full-screen, or something similar, might be a factor here.
Good to see this has been reported. I'm surprised there is not more chat on this topic. The task status is just "reviewed" and not "assigned"? How odd.
Strange that A2 had this feature working fine, but not in A3.
I think in A2, when you pressed Esc to open the main game menu, the mouse would appear and the mouse boundaries were then turned off, so you could click on a 2nd monitor to switch to another program.
But now in A3, the mouse boundaries are turned off all the time. In one game I was switched out of A3 5 times and given that the fire button is associated with the mouse button click, the consequences of this to the gameplay can be detrimental.
Even if you don't get switched out, it's also annoying as you turn/look around in game seeing all of the other active program windows "highlight" or show a selection scroll or seeing your task bar hints or nested windows lists appear in game.
Thanks for the rapid fix.
How did an already reported bug get into the stable branch from the dev branch?
This bug has broken our mod. I certainly hope there is a hot-fix for this soon.
Up-voting.
It seems actions added via addAction are also not working, making it unusable.
However, actions added via class UserActions {}, do work.
0,1,2,5600
(or more like 0.1,0.2,0.3,...,1.0,1.1,...,2.0,...,2.5,5600.1)
I think it's because Arma arrays support different data types for each item in the array. Eg: ["abc", 123, [67,46], player]. And nested arrays compound the problem further.
So every item in the array needs to have it's type defined when sent, even if the array contains all the same types, like an array of integers. Eg: [31,41,45,1,0]
So this would have to be sent as ("pseudo-data"):
[integer:31, integer:41, integer:45, integer:1, integer:0]
instead of:
{integer array: [31,41,45,1,0]}
Your screenshot even indicates the data type names themselves are stored as whole strings. It's almost like unoptimised xml.
Apparently resolved in 1.06. Can anyone confirm?
Never mind, it seems there is already a key (Ctrl+C) to copy the current animation name in the list to the clipboard.
Plus [+/-] changes the Time Acceleration speed.
Admin, you can change the Status to "No change required". (It does not let me do it.)
It absolutely needs more of those types of filters.
Agree: backpacks should not be in every filter.
In addition to the filters GLTLegislator listed in the task (under Additional Information), I think you could also include:
- "weapon attachments" - (suppressors, lasers, flashlights, scopes), since it's a rather long list.
Or include "attachments" under "a) weapons" maybe.
- For "e) grenades", I presume that includes: (grenades, smoke canisters, GL grenades, all explosives, mines). Maybe rename to "explosive ordnance".
(This topic is somewhat related to #9002.)
The same problem exists for vehicles with missing/broken wheels.
In A2, 'canMove' would return false, but in A3, it returns true until the vehicle is almost destroyed. The prior behaviour in A2 is preferred.
This is a game-breaking bug at present. How is this minor?
The severity should be increased from 'minor' to 'major' and priority from 'normal to 'high'.
To add to the bug description, the lifeState value of "HEALTHY" can be other values, like "INJURED", even when he is unconscious.
Either fix the 'lifeState' command or introduce a new command, like 'unconscious'.
Or if you are planning to remove/change the 'unconscious' state, let us know your plans, or delete the 'setUnconscious' command from A3 so we know.