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May 10 2016

Varanon added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

mepwaygame, with all due respect, but unless you start reading the post and understand what is going on, I suggest you cut back on the snappy remarks.

So instead of calling me an "annoying little troll", you should actually understand what I am saying. You agree with the ticket but you don't understand what it is about ?

May 10 2016, 3:56 AM · Arma 3
Varanon added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

"Here's a point for you: Groups stick together and share information by design. If somebody scripts them to behave differently, then they should have a good reason for asking Devs to change the way it works. "

Here's one for you: Individuals do NOT have extra sensory perception. The point is that if you have, for example, a perimeter guard that NO ONE sees and you kill him WITHOUT the others noticing it, they still know. This is clearly NOT what should happen.

And for your information since you don't seem to have gotten that: There was NO scripting involved that changed anything about their behavior.

May 10 2016, 3:56 AM · Arma 3
Varanon added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

"I'm wondering now why these AI need to be in the same group? If they need to share target info you could use the 'reveal' command (probably more tedious than using doStop, but just saying). "

Not the point.

The point is that they automatically know that their buddy is dead IF and ONLY IF they are in the same group. Even if they are on opposite sides of the island without any radios.

May 10 2016, 3:56 AM · Arma 3
Varanon added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

Funny thing is, a group of players actually has to confirm that one of their own is dead by looking at the body and right clicking.

May 10 2016, 3:56 AM · Arma 3
Varanon added a comment to T67546: AI drivers can not drive in a decent convoy.

Note: This is somewhat related to #6547

May 10 2016, 3:24 AM · Arma 3
Varanon edited Steps To Reproduce on T67546: AI drivers can not drive in a decent convoy.
May 10 2016, 3:24 AM · Arma 3
Varanon added a comment to T67181: overviewPicture given in description.ext not found.

It seems this still doesn't work for images contained in pbo's that are not local, i.e. only a server has the mission .pbo. Clients connecting to this server won't see the overview image

May 10 2016, 3:09 AM · Restricted Project, Arma 3
Varanon added a comment to T67181: overviewPicture given in description.ext not found.

This seems to be fixed now ?

May 10 2016, 3:09 AM · Restricted Project, Arma 3
Varanon edited Steps To Reproduce on T67181: overviewPicture given in description.ext not found.
May 10 2016, 3:09 AM · Restricted Project, Arma 3
Varanon added a comment to T66566: AI knows the enemy position at all times, no matter what.

Yes, but BIS_Alucard said rev 07952 contained the fix, and that's the version metalkraze tested

May 10 2016, 2:47 AM · Arma 3
Varanon added a comment to T66566: AI knows the enemy position at all times, no matter what.

According to this post by metlkraze (who reported this issue), it is NOT fixed:

http://forums.bistudio.com/showthread.php?152866-Development-branch-discussion&p=2444249&viewfull=1#post2444249

May 10 2016, 2:47 AM · Arma 3
Varanon added a comment to T65485: Changing stance fluidly instead of by steps(Analog).

Check how it's done in the original Rainbow Six games: Modifier key, plus mouse movement. Moving the mouse sideways leans accordingly, and moving up/down raises or lowers the eye point. This was a great system that allowed for a lot of tactical approaches especially in CQB

May 10 2016, 2:00 AM · Arma 3
Varanon added a comment to T64911: Ai's driving agia marina.

Suggestion: Add "convoy" formation from VBS2

May 10 2016, 1:41 AM · Arma 3
Varanon added a comment to T64908: Editor reports "Failed to Save Mission".

Just to give a heads-up, this is STILL in today

May 10 2016, 1:41 AM · Arma 3
Varanon edited Steps To Reproduce on T64908: Editor reports "Failed to Save Mission".
May 10 2016, 1:41 AM · Arma 3
Varanon added a comment to T64908: Editor reports "Failed to Save Mission".

No.

Exporting will create a PBO, which is the last step before releasing the mission.

Preview always saves the mission. In MP, mind you, not in SP.

May 10 2016, 1:41 AM · Arma 3
Varanon edited Steps To Reproduce on T64474: Make render-to-texture surfaces able to replay videos.
May 10 2016, 1:26 AM · Arma 3
Varanon added a comment to T64266: Cannot exit camera.sqs script.

Right mouse button, too

May 10 2016, 1:19 AM · Arma 3
Varanon added a comment to T63976: [Feature Request] Accessing inventory while in a vehicle.

A dumb question, maybe, but why is this bug on "Need more Info" ?

The idea should be clear, the inventory of a vehicle can only be accessed from outside of the vehicle, which doesn't make sense. It should be possible to press 'I' and get your inventory in a vehicle, and then exchange stuff from the vehicle and your own inventory

May 10 2016, 1:08 AM · Arma 3
Varanon added a comment to T63944: Mortars don't separate properly on spawn.

No offense, but can you please use meaningful names for such reports ?

May 10 2016, 1:05 AM · Arma 3
Varanon added a comment to T63934: Get rid of the red circle when player is not shown on map, or allow it to be disabled in difficulty settings.

Can be closed now, since the circle is gone. Thanks a bunch!

May 10 2016, 1:04 AM · Arma 3
Varanon added a comment to T63934: Get rid of the red circle when player is not shown on map, or allow it to be disabled in difficulty settings.

I'm aware this is similar to issue #2782, but is different enough IMHO to warrant a different ticket

May 10 2016, 1:04 AM · Arma 3
Varanon added a comment to T63934: Get rid of the red circle when player is not shown on map, or allow it to be disabled in difficulty settings.

Another option: Add a description.ext entry that allows the mission maker to disable this feature. Some missions require the player to navigate by landmarks and stars (remember the mission in CWC where you've been shot down and had to use star signs to navigate ?).

May 10 2016, 1:04 AM · Arma 3
Varanon edited Steps To Reproduce on T63934: Get rid of the red circle when player is not shown on map, or allow it to be disabled in difficulty settings.
May 10 2016, 1:04 AM · Arma 3
Varanon added a comment to T63928: Marker names.

maker names are references for scripting. Only marker text will appear on the map. Agreed, though, the markers should have a "handle" in the editor to make it easier to manipulate them

May 10 2016, 1:04 AM · Arma 3
Varanon added a comment to T63927: Marker problems.

Markers used by UPSMON are automatically set to fully transparent. Is that what you encounter ?

May 10 2016, 1:04 AM · Arma 3
Varanon edited Steps To Reproduce on T63889: Advanced filtering of missions in mutiplayer server control.
May 10 2016, 1:03 AM · Arma 3
Varanon added a comment to T63889: Advanced filtering of missions in mutiplayer server control.

"the war file name" should read "the raw file name"

May 10 2016, 1:03 AM · Arma 3
Varanon added a comment to T63845: Picking up weapons from an ammo box in MP not visible on other clients.

Note to moderators: This bug seems to be fixed in the latest Alpha release

May 10 2016, 1:00 AM · Arma 3
Varanon edited Steps To Reproduce on T63845: Picking up weapons from an ammo box in MP not visible on other clients.
May 10 2016, 1:00 AM · Arma 3
Varanon added a comment to T63503: Ammo Boxes Not Emptied by Ammo Slider.

As far as I remember, Ammo and Fuel levels are for supply vehicles

May 10 2016, 12:42 AM · Arma 3
Varanon added a comment to T63372: Weight system.

As it stands now, comparing how much load is added to a player when picking up stuff, I've projected that a load of 1.0 means from 175 to 200 kg. Which is way too much.

Just reduce the amount of weight a player can carry to something close to reality, like 80 kg

May 10 2016, 12:38 AM · Arma 3
Varanon added a comment to T62965: Display objects at a longer distance when looking through optics.

A possible solution would be to draw clutter and other objects according to their screen area, not the distance to the viewer. That way, when zooming in, objects would cover a larger screen area and thus would still be drawn

May 10 2016, 12:21 AM · Arma 3

May 9 2016

Varanon added a comment to T61996: Free looking while aimed down sights.

Agreed on 1, Psychomorph.

Regarding 2, the idea behind the limit is that you are no longer turning your head around, but your torso (holding the gun and all). Therefore, the arc you cover is limited by the mobility of your torso, which is less than your head (although I agree you could probably span a 120 or so degree angle in front of you with your torso, too)

May 9 2016, 11:38 PM · Arma 3
Varanon added a comment to T61996: Free looking while aimed down sights.

It's a feature since Arma 2, and there is absolutely nothing odd about it. It is used to look around with your gun pointing in the direction you are looking without changing the direction you are walking.

This is an absolute must in tactical situations and must not be changed

May 9 2016, 11:38 PM · Arma 3
Varanon added a comment to T61966: Bipod not an attachment.

Issues #3597, #2825 and #3599 could all be consolidated into one "under barrel attachment" slot, with grenade launchers, foregrips and bipods as options

May 9 2016, 11:37 PM · Arma 3
Varanon added a comment to T61964: Foregrip not an attachment.

Issues #3597, #2825 and #3599 could all be consolidated into one "under barrel attachment" slot, with grenade launchers, foregrips and bipods as options

May 9 2016, 11:37 PM · Arma 3
Varanon added a comment to T61438: Additional script functions to put weapons/magazines/items into specific places in inventory.

This is now implemented in the latest dev build, so this ticket can be closed

May 9 2016, 11:06 PM · Arma 3
Varanon edited Steps To Reproduce on T61438: Additional script functions to put weapons/magazines/items into specific places in inventory.
May 9 2016, 11:06 PM · Arma 3
Varanon edited Steps To Reproduce on T61434: primaryWeaponItems, secondaryWeaponItems, handgunWeaponItems only return attachments, not magazines.
May 9 2016, 11:06 PM · Arma 3
Varanon added a comment to T61202: Grenade launcher not an attachment..

Issues #3597, #2825 and #3599 could all be consolidated into one "under barrel attachment" slot, with grenade launchers, foregrips and bipods as options

May 9 2016, 10:54 PM · Arma 3
Varanon added a comment to T60891: GUI combo boxes sometimes render items outside of their area.

In the attached image, note the Belgian flag sticking out below the actual box area.

May 9 2016, 10:34 PM · Arma 3
Varanon edited Steps To Reproduce on T60891: GUI combo boxes sometimes render items outside of their area.
May 9 2016, 10:34 PM · Arma 3
Varanon added a comment to T60863: We're are gonna need a 3D editor..

Would it be possible to add "hooks" to the existing editor to allow for "user plugins", like, adding your own code to the editor (let's say a button, like "position in 3d view) or similar ? That way, we'd at least get the chance to create an addon that allows us to correctly place objects in 3D, which is what the main use of a 3d editor would be.

May 9 2016, 10:17 PM · Arma 3
Varanon added a comment to T60697: Hunter HMG is moving pretty good without 3 wheels..

In principle the same as issue #1523

May 9 2016, 9:54 PM · Arma 3
Varanon added a comment to T60485: Vehicle without wheel does not lose performance..

In principle the same as issue #1523

May 9 2016, 9:46 PM · Arma 3
Varanon added a comment to T60462: Car wheels sometimes get stuck into the ground when flipping a vehicle.

It also happens after a high jump over a cliff or steep hill at high speed; on "landing", the wheel sometimes is stuck in the floor. Driving over another obstacle sometimes brings the wheel back above the ground.

May 9 2016, 9:45 PM · Arma 3
Varanon added a comment to T60363: Hunter vehicle still drives without wheels..

In principle the same as issue #1523

May 9 2016, 9:41 PM · Arma 3
Varanon added a comment to T59674: Selector switch position should change to reflect the state of the weapon..

For the record, the FHQ M4 pack does it by using an animation source present on the guns. The anim source changes value according to the fire mode. So the engine already has all the prerequisites necessary

May 9 2016, 7:08 PM · Arma 3
Varanon added a comment to T59277: Grenade throwing is unrealistic (too fast).

Grinya, with all due respect, iterating "Arma 3 is a game, get VBS blah blah blah" is not an argument. If you want to make a point, then make one by arguments.

May 9 2016, 6:48 PM · Arma 3
Varanon added a comment to T58851: Mission Briefing - Cannot review gear.

True, but it also does not work in the multiplayer missions, where it definitely has to work.

May 9 2016, 4:04 PM · Arma 3
Varanon added a comment to T58851: Mission Briefing - Cannot review gear.

Also not possible to change gear when the description.ext actually gives you the gear choices.

May 9 2016, 4:04 PM · Arma 3

May 6 2016

Varanon added a watcher for Arma 3: Varanon.
May 6 2016, 11:28 AM