Any news regarding this issue? Was the video helpful?
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May 10 2016
Here is the promised video .. the bug kicks in around 3:00
https://www.youtube.com/watch?v=Dxd5EMSiIis
From my point of view the marker location of the player is created locally, not globally. Also the respawn point seems to be created for each player.
Hi,
I will upload a video on youtube soon. However I think why you can't find the issue. I tested it alone and it worked. However in the first test there were two players. I think it might be some kind of locality issue of the added respawn point!
Can you please check the code for execution on server only?
if (isServer) then {[] spawn {{ [west, _x] call BIS_fnc_addRespawnPosition; forEach []; }; };
picture arma3 2015-04-24 21-36-59-38.jpg is showing the respawn manager: we used 2 backpacks (one blue and one green backpack) + respawn_west marker
picture arma3 2015-04-24 21-38-27-98.jpg is showing the respawn bug after JIP; the is respawning at the black backpack although the sleeping bag had been deployed at the blue sleeping bag's location
It's also not working in singleplayer. I've attached a supply box to the Huron using the cargo lift module. However when reaching the drop cargo waypoint the chopper flies in huge circles around not dropping the cargo of course.
I can confirm this to 100 %. Using the waypoints causes the transporting helicopter to fly circles. Extending the waypoint radius is not helping.
Issue is still present in 1.42
Maybe it's working for containers, but not for vehicles. Tried it with CH-67 Huron + Hunter and it was awful. The helicopter didn't drop anything, he flew around in circles. Editor + MP mode.
OK Now that's funny ... I just tested everything without any mod and the pilot is indeed invisible (scope = 1 though). It seems like Bohemia Interactive and I did the same mistake at the same time lol
upvoted for fixing
It's a bug of GLT Mod 1.22. It's no A3 bug! I already fixed it so please wait for GLT Mod 1.23.
The issue was that B_Pilot_F had scope = 0 because of a wrong class heritage.
Better filter options are still missing for ammo crates
Upvoted
Let's hope that some BI engineer takes a look into this engine issue soon.
Still no hidden selections available for this model.
Still no hidden selections available for this model.
Ah just tested it again. It works when starting from init.sqf and the steam overlay must be activated.
I just tried the command in the current A3 version, non dev.
test = openYoutubeVideo "watch?v=z0_qmVOUpPg";
It seems like the new command is not working yet.
working:
I_Soldier_A_F
I_Soldier_AR_F
I_crew_F
I_engineer_F
I_Soldier_exp_F
I_Soldier_GL_F
I_helicrew_F
I_helipilot_F
I_Soldier_M_F
I_medic_F
I_pilot_F
I_Soldier_repair_F
I_soldier_F
I_Soldier_AA_F
I_Soldier_AT_F
I_Soldier_LAT_F
I_Soldier_lite_F
i_soldier_unarmed_f
I_Soldier_SL_F
i_survivor_F
I_Soldier_TL_F
I_soldier_UAV_F
not working:
I_officer_F
The guerrila units are inheriting from them. So they "should" work.
Issue is still present and very annoying now that can't alter BIS functions with a new config anymore!
Why is this not voted up? It's a great idea!
I created a workaround fix until the situation is solved: http://forums.bistudio.com/showthread.php?176102-GLT-Respawn-Template-Fix
I can confirm it. It did break all missions at once :(
I did some more tests and I was quite surprised that in a vanilla test mission everything was fine with the water respawn. I did track it down to two functions I wrote for saving and loading gear.
Just test the example mission and try to respawn in the ocean or in the SDV. Not sure if still respawn template bug or code bug of mine.
Additional information. Respawn in water vehicles is also not working! Same issues - no movement possible, shooting is not possible!
if (isServer) then {
- spawn { { [west, _x] call BIS_fnc_addRespawnPosition; } forEach [Mobile_Respawn]; };
};
I used the NATO SDV and named it Mobile_Respawn in the editor.
As far as I know the Kuma has no working hidden selections at all yet. I tried to reskin the tank but the new texture could not be applied with setobjecttexture or setobjecttextureglobal.
I can confirm this issue. However I had a different setup. In my mission one UH-80 is waiting until every player is onboard. Then it starts, flys to the target area. However I didn't place a Get Out waypoint. The AI pilot simply ignores EVERY waypoint close to enemys and tries to engage although not told to!
I uploaded a sample mission and a new screenshot. I was able to reproduce it with 3 respawn modules and respawn_west marker. This example does not include the stringtable issue (I will test it again with different syntax again).
Please check the description.ext and init.sqf for the code I used.
Testing environment was not on the dedicated server though. I will do some tests on it tomorrow.
The issue is still present in 1.10 stable branch. I've uploaded an example mission and a new screenshot. The basics of the respawn template are working.
However expected result of the stringtable respawnpoint would be a proper localization and the game logic respawn point should have the name "Game Logic", as it is configured via setvariable.
Tried it today again and it's still not possible :( Can't create the choppers I need because of the issue.
upvoted
Anyway, if BIS won't take care of it, I will :p I already applied the jerrycan to the cfgMagazines so it can be equipped in the inventory.
I also agree. The inventory needs a heavy rework. It needs filter options, the design has flaws as shown and prooved above.
The game definately would benefit from a scripting command that influences the tide. Just take a look at those screens:
http://arma3.cc/forum/uploads/gallery/album_9/gallery_8_9_1829.jpg
http://arma3.cc/forum/uploads/gallery/album_9/gallery_8_9_47343.jpg
http://arma3.cc/forum/uploads/gallery/album_9/gallery_8_9_57054.jpg
http://arma3.cc/forum/uploads/gallery/album_9/gallery_8_9_13692.jpg
http://arma3.cc/forum/uploads/gallery/album_9/gallery_8_9_26954.jpg
Maybe it could be handled like this:
setMaxTide <value>
maxtide (to read the value)
Example:
setMaxTide -50
maxtide (value = -50)
setMaxTide 0
maxtide (value = 0)
I just tested it with base respawn, you can't connect to the UAV after respawn!
description.ext
// Respawn Settings
respawn = "BASE";
respawndelay = 5;
disabledAI = 0;
respawn_west has been used as respawn point.
Upvoted, I like the idea. Even if it means only using the backpack proxies of the Offroader.
Or apply another parameter for mission designers so it will be set while calling the function.
I was able to get rid of the US flag on the uniform by editing the clothing1_nohq.paa
Then I applied a custom rvmat file via hiddenSelectionsMaterials[] = {"glt_items\uniforms\clothing1.rvmat"}; to the baseclass. Well, it's working now but the wound textures are now not working anymore. As I've heard that's a common issue when applying a custom rvmat file to a unit.
Some vests have the same issue. Even changing the rvmat and the vests_smdi.paa didn't help!
http://minus.com/lbfTfeHYOQ36T8
BIS, please add a new hidden selection for flag patches.
Ifrit, IFV-6 Panther, IFV-6 Cheetah, ZSU-39 Tigris and CRV-6 Bobcat hidden selections are still not working with ArmA 3 1.02
HEMTT hidden selections are incomplete: http://minus.com/lbl9nuTYS8JU4m
Hidden Selections are still not working on Tempest truck (all 3D model versions)
Hidden selections of HEMTT Open Transport, Covered Transport and Ambulance are still not working in 1.08.
http://minus.com/i/brUgOdNjLMTgM
http://minus.com/i/bnhmEx2zK11lE
http://minus.com/i/LI8L5SelF1Cm
HEMTT Ambulance also has some strange shadow effects.
Ifrit is ok now, confirmed in 1.08
But the new heavy tank of the AAF, classname I_MBT_03_cannon_F has no working hidden selections :(
Looks very good! BIS, please fix those Ifrit and HEMTT things ^^ I've got several vehicles in the pipe lol
And if IFV-6 variants and Marid are now working I can finally complete my army.
IFV-6 Panther, IFV-6 Cheetah, ZSU-39 Tigris and CRV-6 Bobcat hidden selections are still not working with ArmA 3 1.02
HEMTT hidden selections are incomplete: http://minus.com/lbl9nuTYS8JU4m
Ifrit hidden selections still not working with ArmA 3 1.02
I upvoted the ticket as I still have interest in such a feature. I wanted to mod the parachutes since the game's alpha stages.
The issue with exploding parachutes is still present in version 1.20!
Related ticket:
http://feedback.arma3.com/view.php?id=10612
Any update?
It's still a necessary feature for crates.
Don't tell me what to do, ok? It's an optical issue that occured while introducing this feature into A3. Don't like what you see online -> quit the internet
I can confirm this issue with my GLT functions.
Just stumbled on this ticket. I would consider it still being required. A few days ago I made myself comfortable with the new A3 respawn manager, but it's still lacking such a vital requirement.
The issue is still present in version 0.76 non-dev. It is not possible to apply a new texture via setObjectTexture to the Ifrit and its variations.
In the past few months our team didn't notice the issue anymore. It was probably gone with the introduction of setVehicleTextureGlobal. Ticket can be closed.
Thanks, but I already knew that. I'm not sure if this is still a bug anyway as I've noticed this in the early alpha phase.
Okay, weapon selection is working now for CfgWeapons, cfgMagazines and cfgBackpacks ... now we need a working setup for glasses and items (uniforms, attachments, headgear) as well!
Supply drop with preplaced aerial unit worked for me in ArmA 3 1.00
However I did not test the virtual ammo drop yet.
For the record, there is still the communities interest in fixing this issue ;) I'm waiting to create custom faces and custom identities.
Use this in the init line of the unit:
for guard towers:
this setPosATL [(getPosATL select 0), (getPosATL select 1), 4];
for piers
this setPosATL [(getPosATL select 0), (getPosATL select 1), 1];
Simply adjust the last number if it doesn't work.
I can confirm this bug. Every required module is synched:
Player <--> Support Request <--> Support Type <--> Support Vehicle
After respawn the option is still avaiable in the command menu, but it can't be called anymore.
subclasses of markers would be nice ... for example:
class cfgMarkers {
class Marker_Flag { class flag_nato { }; }; class Marker_Info { class marker_hospital { }; }; class Marker_Blufor { class b_inf { }; }; class Marker_Opfor { class o_inf { }; };
};
Then there have to be additional dropdown menus in the editor. Just imagine 500 markers and more in one list ... it's terrible to browse.
Found a related ticket: http://feedback.arma3.com/view.php?id=68
This issue is still present in 1.04 - no shadows with full overcast!
I can confirm this feature. GTX 660Ti OC + Highest Settings + Win7 64 Bit + Nvidia Driver 320.18. No shadows with missions including overcast.
May 9 2016
Confirmed bug: http://www.youtube.com/watch?v=_ArFwqmMx1w
I observed such a behaviour when ordering an AI squad to board a chopper. Half of them were stuck in their animation and refused to move at all.
Still not working in release version .... http://minus.com/lA0ZfkKYDxnE8
I can confirm this bug: http://www.youtube.com/watch?v=_ArFwqmMx1w