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May 11 2016

BlazinOne edited Steps To Reproduce on T106330: Tons of Loot in Certain Areas.
May 11 2016, 2:55 AM · DayZ
BlazinOne edited Steps To Reproduce on T106113: Lost the weapon I was carrying when I spawned under the floor.
May 11 2016, 2:47 AM · DayZ
BlazinOne added a comment to T102380: Server Restarts.

Happens on GameServers.com servers (official and rented servers). My server hangs on 8:00 and Wait For Host for what seems like forever after a restart, but does eventually come back and allow players to connect.

May 11 2016, 12:27 AM · DayZ

May 10 2016

BlazinOne added a comment to T98255: Handguns damaged too easily by zombies..

I'd like to upvote this.

Pistols also take damage and become ruined when hit by bullets - even though the pistol was equipped and not even in the container.

Wearing a Press Vest containing a pistol holster containing a pristine FNX.

During combat, I had the pistol drawn and was shot in the chest a few times.

My chest items were ruined (as expected) including the holster and the pistol but the pistol was ruined even though it was NOT "in" the holster.

May 10 2016, 10:07 PM · DayZ
BlazinOne added a comment to T96281: Dropped weapon was only rendering from certain angles and did not register in inventory window and couldn't be picked up..

I had this happen twice now. Once with an M4 and once with a Blaze 95.

Both were dropped while carrying another primary and equipping something else.

Could not locate the weapons after they were dropped.

May 10 2016, 8:58 PM · DayZ
BlazinOne added a comment to T85935: Script commands doMove and commandMove cannot reliably move AI units to some building positions.

I attached a few examples where the AI cannot reach a few locations, whether they are scripted to or commanded to. The player can reach the locations though.

[BarracksNewPositions.Altis]

Summary: Units cannot move up the stairs to positions on the top floor, but they can move downstairs if they are up at the top to start.

One unit is given a move waypoint placed on the building with location 15 selected. This unit will never reach that location. Command your subordinate to reach that location and he will fail too. Walk upstairs near the unit that is already up there and he will join your group. Watch him move downstairs with no problem.

[UnfinishedBuildingPositions.Altis]

Summary: Units cannot reach any location inside this building.

One group is given a waypoint placed on the building with location 4 selected. They cannot reach this location. The player's subordinate when commanded, can only *occasionally* enter the building.

May 10 2016, 12:52 PM · Arma 3
BlazinOne added a comment to T85732: Game/AI commander loops 'Get in Vehicle' command on disabled weapon.

Thank you for helping to find a good set of repro steps! I know I've seen it constantly while developing this published scenario:
http://steamcommunity.com/sharedfiles/filedetails/?id=588553982

Although, it will take a few minutes to reproduce reliably.

May 10 2016, 12:46 PM · Arma 3
BlazinOne edited Steps To Reproduce on T85732: Game/AI commander loops 'Get in Vehicle' command on disabled weapon.
May 10 2016, 12:46 PM · Arma 3
BlazinOne added a comment to T85619: Grenades travel very long distances when thrown from moving helicopter.

The bug I'm reporting is that the distance seems too far - even when you account for your fancy "physics".

In other words, it does not appear as though wind resistance is being accounted for. It feels as though the grenade is being thrown inside a vacuum. It travels in a straight line for the most part and travels and excessive distance when thrown.

Granted, I've never thrown a grenade from a helicopter moving at 90km/hr but I wager you haven't either! It's a bug.

May 10 2016, 12:43 PM · Arma 3
BlazinOne edited Steps To Reproduce on T85619: Grenades travel very long distances when thrown from moving helicopter.
May 10 2016, 12:43 PM · Arma 3
BlazinOne added a comment to T72701: AI is often unable to go upstairs in barracks (barracks mean building type/name).

Upvoted. I'm seeing this too when developing a 2-D editor mission and trying to set waypoints for the AI to enter different rooms. I can't seem to get them to get past a certain point in the downstairs center hallway, nor does the AI seem to make it upstairs, similar to what you have pictured.

If I place enemies in positions upstairs, they don't seem to have trouble getting back down using the internal stairwell.

May 10 2016, 6:19 AM · Arma 3