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May 10 2016

StevoAU added a comment to T76528: Add a Laser Designate waypoint.

It would be nice for them to be able to designate a specific target, instead of whichever is closest\spotted first.

May 10 2016, 8:02 AM · Arma 3
StevoAU edited Steps To Reproduce on T76528: Add a Laser Designate waypoint.
May 10 2016, 8:02 AM · Arma 3
StevoAU added a comment to T75337: Naval Mine (Moored) does no damage.

The Naval Mine (Bottom) seems to be working fine for me, can you test again to be sure.

EDIT: After further testing the Bottom mine only damages vehicles\divers under the water, boats do not get damaged.

May 10 2016, 7:33 AM · Arma 3
StevoAU edited Steps To Reproduce on T75337: Naval Mine (Moored) does no damage.
May 10 2016, 7:33 AM · Arma 3
StevoAU edited Steps To Reproduce on T75334: Unarmed players can walk along sea floor.
May 10 2016, 7:33 AM · Arma 3
StevoAU edited Steps To Reproduce on T71908: Sites modules should delete AI when not in area.
May 10 2016, 5:58 AM · Arma 3
StevoAU added a comment to T68891: BIS_fnc_spawnGroup not working as intended (3rd parameter number).

Still broken and I think I know what is wrong.

In "fn_spawnGroup" it uses (on line 53)

if (_charsType == (typeName 0)) then
{
//Only a count was given, so ask this function for a good composition.
_types = [_side, _chars] call BIS_fnc_returnGroupComposition;
}

When deciding the units that will makeup the group

Looking into "fn_returnGroupComposition" all the units defined are A2 + OA units, eg. "USMC_Soldier_TL" or "TK_Soldier_SL_EP1" instead of the appropriate Arma 3 unit classnames

May 10 2016, 4:12 AM · Arma 3