Not much. And I doubt we would have thought to test shooting the huts before it was mentioned by community member
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Oct 21 2024
Oct 16 2024
Thank you! 馃檹
Oct 15 2024
In T185327#2682977, @BIS_fnc_KK wrote:I can dismantle a building with 0.6 armor hit point with MG but not rifle and it is the same for me on 2.16 and 2.18
Jul 21 2022
As a suggestion, import of large textures via tiled smaller resolution images could be less straining process.
heres few more attempts with as minimal world setup as i could make.
Jul 20 2022
Also could be related that I get this when I start painting mask
Jul 14 2022
Also logs and minidumps from profile folder
Nov 10 2021
May 11 2021
you would need separate turret that is modeled to look to be upside down
Jan 31 2017
Jan 12 2017
Actually got it working! :
Encountered this bug with a modded vehicle I'm building. Have 4 turrets with the same weapon and magazine and can not get their ammo count as the command reads only the one magazine.
Jan 8 2017
In T122729#1559602, @Jawsh wrote:@HorribleGoat, based on that screenshot you are using a mod or mods. Are you able to reproduce this issue without any mods loaded?
Oct 8 2016
May 10 2016
Excellent. I think also if a platform (ie. a lift) is rised too high characters start to fall on them. Might actually be a spot for another ticket, but I think it is at least related to same problem with height/geometry/collision system.
This is what we are struggling too with our mod and tall buildings. The freefall seems to trigger around 100-150 meters above ground level. I logged in to issue tracker on the matter but you had beat me to it
It can be circumvented but I wonder if such a check height script is efficient enough and truly necessary.
By testing character can walk up to any height on tilted surface, but spawning on a tall building or disembarking from vehicle, ie. a car/helicopter that is on a roof of a tall building sets you to fall.
deanosbeano, easting and northing is related to the UTM zone right? And Im using different UTM zone that my map is in the middle of. TB and Arma should be able to handle this as they are in my understanding made to use georeferenced data.
picture included
The cell size on the otherhand might do the trick, I'll try fiddle with that. Pixel size is just to speed up testing for now but I'll try to change that too if the problem is related to texture map resolution.
Thanks for your input!
TB the default coords are Zone 31N E500000 N442127.390 so are you sure about this? Could you link up where you found the 200000 / 0 coordinates in the wiki? I could not find this info?
As TB has functionality for different zones but if changing it is an issue it is something that would need fixing? right?
Oh and now that I remember I have encountered the same trouble with the default coordinates and UTM zone. I just recently changed the zone for the lols. So it should not be the issue.