Page MenuHomeFeedback Tracker
Feed Advanced Search

May 10 2016

Alwarren added a comment to T75695: Zeus mode: Add possibility to run a script command.

Not really. You can do it IF and only if you have the object handle of the chopper, i.e. you need it to have a name assigned. Besides, enabling the debug console will allow it for all players, which is hardly what you want, especially not on a public server.

Having the debug console in the Edit window of the unit is the only thing that makes sense.

May 10 2016, 7:42 AM · Arma 3
Alwarren edited Steps To Reproduce on T75695: Zeus mode: Add possibility to run a script command.
May 10 2016, 7:42 AM · Arma 3
Alwarren edited Steps To Reproduce on T75564: AddonBuilder ignores command line argument -INCLUDE.
May 10 2016, 7:39 AM · Arma 3
Alwarren added a comment to T75564: AddonBuilder ignores command line argument -INCLUDE.

Might or might not be related to this issue http://feedback.arma3.com/view.php?id=16103

May 10 2016, 7:39 AM · Arma 3
Alwarren added a comment to T75247: Loadout selected before begining mission is being changed.

May I suggest that instead of "forcefully" changing the player's inventory the mission description should give hints as to the required setup? For example, in the Survive mission "Death Valley", the game wants me to take a grenade launcher and removed my ABR. Instead of this, the briefing could have told me "It is advisable to take a weapon with underbarrel grenade launcher on this mission, since the terrain might give tactical advantages for a grenade launcher". Something of that nature.

May 10 2016, 7:31 AM · Arma 3
Alwarren added a comment to T75159: New HDAO introduces black halos around characters when against a wall or structure.

The pictures show really good screen space ambient occlusion,
it doesn't look bad.

Quite obviously, "looking good" and "looking bad" is a matter of taste. I think these halos look horrible. I don't want to disable AO because in most cases it looks fine, but these...

You can clearly see that the tank casts a shadow on the ground.
That is made by SSAO/HDAO.

I know how SSAO/HDAO works. The shadow under the tank is fine. The halo around characters, not so much. The halo follows the camera view, which a shadow would not.

May 10 2016, 7:29 AM · Arma 3
Alwarren edited Steps To Reproduce on T75159: New HDAO introduces black halos around characters when against a wall or structure.
May 10 2016, 7:29 AM · Arma 3
Alwarren added a comment to T74887: AI is having problems to put right weapon in their hand [Repro-missions].

Seems to be back in patch 1.50. Was playing the "Infantry" showcase and seeing my team leader shoot at CSAT with P07 instead of rifle.

May 10 2016, 7:22 AM · Arma 3
Alwarren added a comment to T74657: Completed steam scenarios not marked with a tick.

You might want to try http://steamcommunity.com/sharedfiles/filedetails/?id=182984547, I made that myself so I know it sets the doneKey...

May 10 2016, 7:16 AM · Arma 3
Alwarren added a comment to T74657: Completed steam scenarios not marked with a tick.

The "completed" mark will not show automatically on a mission. The author has to set a DoneKey for it, and activate that key in the mission, i.e. the mission has to make sure it flags itself as completed.

May 10 2016, 7:16 AM · Arma 3
Alwarren added a comment to T74462: "List of files to copy directly" fails to update the internal list of extensions properly, requires restart..

Might be related to this issue http://feedback.arma3.com/view.php?id=17205

May 10 2016, 7:12 AM · Arma 3
Alwarren edited Steps To Reproduce on T74301: Using the -nologs option will no longer report a missing addon.
May 10 2016, 7:08 AM · Arma 3
Alwarren added a comment to T73418: Gunship optics no longer available to player as gunner..

I just tried it with the up to date dev build. Playing a Blackfood on the map and setting "Player as Gunner" exhibits the problem, pressing right mouse button or keypad 0 will zoom the view but will not switch to camera. Once you disembark and get in as gunner again, the controls work as expected.

May 10 2016, 6:41 AM · Arma 3
Alwarren added a comment to T73418: Gunship optics no longer available to player as gunner..

Still valid as of the latest Dev build. Cannot switch to Blackfoot's gunner view, making the gunner position useless for a player controlled helo.

Seriously, this needs fixing.

EDIT: Getting in and out seems to fix it. Doesn't work obviously when you start in-flight. Really needs fixing.

May 10 2016, 6:41 AM · Arma 3
Alwarren added a comment to T73418: Gunship optics no longer available to player as gunner..

It seems this issue occurs when the player starts in the chopper.

May 10 2016, 6:41 AM · Arma 3
Alwarren added a comment to T71433: Make HandleHeal event handler work for FAK usage, or make a new one for that.

Great! Thanks a lot!

May 10 2016, 5:45 AM · Arma 3
Alwarren edited Steps To Reproduce on T71433: Make HandleHeal event handler work for FAK usage, or make a new one for that.
May 10 2016, 5:45 AM · Arma 3
Alwarren added a comment to T69896: "ACP-C2" 1911 handgun too many rounds in the magazine and no bullet in chamber accounting.

Completely different stock
Sides of the MX are almost right angles, ACR are 45 degrees
Charging lever is completely different (ACR is non-reciprocating too)
ACR has exposed gas blcok
Don't look at the side view only

May 10 2016, 4:52 AM · Arma 3
Alwarren added a comment to T69896: "ACP-C2" 1911 handgun too many rounds in the magazine and no bullet in chamber accounting.

Yes, it WOULD be enough reason to fix it but BIS thinks just because this is
futuristic they can do whateverthey want.

Still don'T get why people downvote it.

And check again the ACR. it may have a different foregrip but its almost
the same weapon.

I modelled the ACR, it's an entirely different weapon. The MX looks much more like the XCR than anything else.

May 10 2016, 4:52 AM · Arma 3
Alwarren added a comment to T69896: "ACP-C2" 1911 handgun too many rounds in the magazine and no bullet in chamber accounting.
dont think this is a balancing issue, just a realism issue.

Isn't that enough reason to fix it? IMO it is

Oh and you wrote earlier:

the MX its not a fictionalrifle, its a placeholder name, the actual rifle
its the ACR

It's not an ACR, and it doesn't look like an ACR any more like a CZ805 looks like an ACR.

May 10 2016, 4:52 AM · Arma 3
Alwarren added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

Why is this a bug that needs to be fixed? Because it makes stealth based missions pretty much moot. It is no longer a question of situation whether you can risk taking out a guy or not, you will have to ask yourself, is he grouped or not? Because if he is grouped, it doesn't matter where his buddies are, they will know. If they spread out way outside hearing range, if they are guarding a point and sent out a guy to check something, you cannot take out that guy because they will immediately know that the guy was shot.

The argument that you use scripting to alter the group's behavior is irrelevant. If you want naturally behaving AI, you will have to resort to scripting. Take BIS_fnc_taskDefend. According to its description, AI will man static defenses as well as send out patrols. Patrols will be untouchable since you cannot dispatch them - they are grouped and therefore the rest of the group will immediately know.

Another case, setting a group's formation speed to full says the individual members will not wait for the rest of the group. A DISMISS waypoint can have group members wonder off into the distance. Still, all of the group will know about any dead member, because they magically share the information.

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

@mepwaygame

If you don't have anything productive to add other than calling people named, please go away. Thank you.

If you set a formation's speed to "full" they won't wait for each other, and they might be way out of hearing range. Or there might be background noises, or the guy might fall on soft ground, it doesn't matter.

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

@mepwaygame
"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. "

Picture this, you spot AI that is moving through the forest in a line formation, and you silently pick off the rear guy. Should all the others know that their rear guy is gone? Nope, they shouldn't, but they do. That is because independent of distance or means of communication, AI instantaneously knows that a group member is down.

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

Added another, even better example. Setup is: One member of the group is on he runway, the other is on Kamino Firing range on the other side of the island. Using Live Feed to get a PIP of the guy. Even though they don't have radios (for real this time) they know instantaneously that their partner got shot, on the other side of the world.

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

One thing I'm confused about is how everyone is getting these AI groups to
stay spread out.

First you need to remove their "In Formation" state (set to "None"). That means they will be apart, but they will try to get into formation after the mission starts. Simply add a "doStop this" to their init field to keep them where they are.

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

Attached the sample mission. Issue still persists in latest dev build.

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

I'm not saying the AI doesn't need an overhaul, but I think the idea is
that groups are in communication with each other via radio.

Nothing wrong with the AI noticing it EVENTUALLY, but not instantaneously. And as I said, the guy didn't have any chance to use a radio, he just dropped dead and didn't even hear the shot.

EDIT: Just tested it, it doesn't matter if AI has a radio or not, they will know about it instantaneously even if they're butt naked.

May 10 2016, 3:56 AM · Arma 3
Alwarren edited Steps To Reproduce on T68504: Grouped AI is aware of kills even when they shouldn't notice.
May 10 2016, 3:56 AM · Arma 3
Alwarren edited Steps To Reproduce on T68318: Double-Tap keys don't care about qualifier keys.
May 10 2016, 3:50 AM · Arma 3
Alwarren edited Steps To Reproduce on T66808: Feature Request: Size-Adjusting reticles in zoomable scopes.
May 10 2016, 2:56 AM · Arma 3
Alwarren added a comment to T66808: Feature Request: Size-Adjusting reticles in zoomable scopes.

Made obsolete by latest dev branch. Apparently, modelOptics can be an array now with a separate model for each zoom level.

May 10 2016, 2:56 AM · Arma 3
Alwarren added a comment to T66779: When unloaded guns are loaded, the magazine appears instantly in the gun and the animation is buggy.

Actually, it's an old bug that I already reported here: http://feedback.arma3.com/view.php?id=2558

May 10 2016, 2:55 AM · Arma 3
Alwarren edited Steps To Reproduce on T66077: Add a brightness control for collimator sights.
May 10 2016, 2:26 AM · Arma 3
Alwarren edited Steps To Reproduce on T65924: Switching weapon fire mode resets optics mode, even to impossible modes.
May 10 2016, 2:19 AM · Arma 3
Alwarren added a comment to T65914: Light flares visible through gear and weapon attachments [Build 0.55.104268].

As I wrote in my now closed original , I can observe this behavior on models of my own that have a Stencil shadow lod ('1.000e+4') but no shadow lod ('1.100e+4').

May 10 2016, 2:19 AM · Arma 3
Alwarren edited Steps To Reproduce on T65406: Ai should equip compatible silencer when ordered into Stealth mode.
May 10 2016, 1:58 AM · Arma 3
Alwarren added a comment to T65096: Weapon should automatically lower when it hit a wall or something..

Short barreled weapons must have an advantage over long-barreled weapons, otherwise their presence is kind of pointless.

May 10 2016, 1:47 AM · Arma 3
Alwarren edited Steps To Reproduce on T64969: Particle smoke from a normal round fired in a rifle also visible when firing grenade launcher.
May 10 2016, 1:43 AM · Arma 3
Alwarren added a comment to T64908: Editor reports "Failed to Save Mission".

Good way to reproduce this reliably:

  • Go to Multiplayer -> New Server -> Pick an existing editable mission and click Edit
  • Grab a single unit somewhere on the map and move it a few pixels
  • Press "Preview".

Will instantly complain about "Failed to save mission"

May 10 2016, 1:41 AM · Arma 3
Alwarren added a comment to T64230: Silencer equipped, grenade launcher sound also affected..

Duplicate of 1679 (http://feedback.arma3.com/view.php?id=1679)

May 10 2016, 1:17 AM · Arma 3
Alwarren edited Steps To Reproduce on T64041: Chat/Radio message window lower line partially obscured by command bar when group is in vehicle.
May 10 2016, 1:11 AM · Arma 3
Alwarren 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.

And its 2035....soldiers will all have GPS units to be able to get around.:)

Not as a cranial implant. This should be coupled at the very least to having a GPS in your inventory, but still, it should be able to be switched off as an option. Missions like the famous "navigate by the stars" in OFP or anything like DayZ is going to be pretty ridiculous if you have a large red circle pointing out your location, even if it is only a few hundred meters.

May 10 2016, 1:04 AM · Arma 3
Alwarren added a comment to T63689: Add an animation source opticsMode that changes with selected optics/backup sight.

I was thinking about this, and IF the proxies are animatable (as they are in DayZ), this would work - add the following anim sources

  • an "opticsMode" source would allow to animate the G33 magnifier to be swiveled up or down according to your mode.
  • a "downSights" source would allow to selectively hide parts of the model when the player looks down the optics/sight
  • an "opticsZoomLevel" source would allow to selectively hide/animate parts of the reticle that need to be exchanged based on zoom level

Finally throw in a radial blur around the reticle like Project Reality for Bf2 to blur out the outside of the scope

May 10 2016, 12:51 AM · Arma 3
Alwarren added a comment to T63689: Add an animation source opticsMode that changes with selected optics/backup sight.

Update: Apparently, animating a proxy isn't possible. So maybe we can extend the way optics are defined like this:
class optic_XXX: ItemCore
{

scope = 2;
model = "state1.p3d";
// ....
class ItemInfo: InventoryOpticsItem_Base_F
{

opticType = 1;
mass = 4;
RMBhint = "Advanced Rifle Combat Optics";
optics = 1;
modelOptics = "";
class OpticsModes
{

	    class Scope
	    {
		model = "state1.p3d";
		opticsID = 1;
		useModelOptics = 0;
		opticsPPEffects[] = {""}; //{"OpticsCHAbera1","OpticsBlur1"};
		opticsZoomMin = 0.0623;
		opticsZoomMax = 0.0623;
		opticsZoomInit = 0.0623;
		memoryPointCamera = "opticView";
		visionMode[] = {"Normal"};
		opticsFlare = 0; //1;
		opticsDisablePeripherialVision = 0; //;
		distanceZoomMin = 100;
		distanceZoomMax = 100;
		cameraDir = "";
	    };
	    class Kolimator: Scope
	    {
		opticsID = 2;
		model = "state2.p3d";
		useModelOptics = 0;
		opticsPPEffects[] = {""};
		opticsFlare = 0;
		opticsDisablePeripherialVision = 0;
		opticsZoomMin = 0.375;
		opticsZoomMax = 1.1;
		opticsZoomInit = 0.75;
		memoryPointCamera = "eye";
		visionMode[] = {};
		distanceZoomMin = 100;
		distanceZoomMax = 100;
	    };

};

};

};

I.e. specify an extra model per optic mode that replaces the standard model when this mode is selected. This way, a G33 scope could be implemented as a second model instead of an animation, and 3D scopes with a magnifier would be possible.

May 10 2016, 12:51 AM · Arma 3
Alwarren edited Steps To Reproduce on T63689: Add an animation source opticsMode that changes with selected optics/backup sight.
May 10 2016, 12:51 AM · Arma 3
Alwarren added a comment to T63519: Weapons put on the ground ignore hiddenSelection and anim sources.

It's a general problem with CfgWeapon items retextured via hiddenSelection.

May 10 2016, 12:43 AM · Arma 3
Alwarren added a comment to T63519: Weapons put on the ground ignore hiddenSelection and anim sources.

See http://cloud-2.steampowered.com/ugc/846951660449148539/9E273D818152D4322E475A55AEAA5D632D2C64DE/ for an example of this effect. Note how the sights are flipped up in spite of the mounted scope.

May 10 2016, 12:43 AM · Arma 3
Alwarren edited Steps To Reproduce on T63519: Weapons put on the ground ignore hiddenSelection and anim sources.
May 10 2016, 12:43 AM · Arma 3
Alwarren added a comment to T62448: Silencer sounds when firing 40mm grenades on a weapon which has silencer attached..

Duplicate of 1679 (http://feedback.arma3.com/view.php?id=1679)

May 10 2016, 12:00 AM · Arma 3

May 9 2016

Alwarren added a comment to T62264: When changing to automatic sometimes mag disappears & cocking handle goes through gun..

Also reproducible in conjunction with grenade launchers:

  • switch to grenade launcher.
  • Reload. While reloading, press 'F' to cycle fire mode
  • wait until reload is finished.
  • Switching with 'F' will "blink" the magazine.
May 9 2016, 11:51 PM · Arma 3
Alwarren added a comment to T62169: Visual bug with lens flares.

Additional information:
Lens flares can be seen through some objects only. In the screenshot I attached it shines through the HAMR scope but not the weapon itself. I noticed that it shines through my own M4A1 from the FHQ_M4 pack.

My M4A1 does't have a normal shadow volume, only stencil shadow LOD's. Could that be the reason for this?

May 9 2016, 11:47 PM · Arma 3
Alwarren added a comment to T62158: When firing underslung grenade launcher with a suppressor attached to the rifle, it makes the standard suppressed firing noise..

Duplicate of 1679 (http://feedback.arma3.com/view.php?id=1679)

May 9 2016, 11:47 PM · Arma 3
Alwarren added a comment to T62142: Firing grenade launcher with silencer uses silenced shot sound.

Duplicate of 1679 (http://feedback.arma3.com/view.php?id=1679)

May 9 2016, 11:47 PM · Arma 3
Alwarren added a comment to T61685: Katiba 6.5mm GL Suppressed Sound Bug.

Duplicate of 1679 (http://feedback.arma3.com/view.php?id=1679)

May 9 2016, 11:17 PM · Arma 3
Alwarren added a comment to T61438: Additional script functions to put weapons/magazines/items into specific places in inventory.

Actually, the other way around, but the duplicate is assigned.

May 9 2016, 11:06 PM · Arma 3
Alwarren added a comment to T61433: Suppressed grenade launchers.

Duplicate of 1679 (http://feedback.arma3.com/view.php?id=1679)

May 9 2016, 11:06 PM · Arma 3
Alwarren added a comment to T61133: PROPOSAL for change in Mounting Interface Config design for Weapons - Mounting system categories on Weapons.

Here's another link to a post I made on the subject with a proposal on how the system could be modified:

http://forums.bistudio.com/showthread.php?166346-The-Attachments-rant&p=2527582&viewfull=1#post2527582

May 9 2016, 10:51 PM · Arma 3
Alwarren added a comment to T61133: PROPOSAL for change in Mounting Interface Config design for Weapons - Mounting system categories on Weapons.

To clarify, does that mean that, currently, vanilla weapons
cannot accept community attachments?

They can, but you have to override the config entries for the weapons. With different addons adding attachments, this might cause a problem.

May 9 2016, 10:51 PM · Arma 3
Alwarren edited Steps To Reproduce on T60925: Wrong magazine visibility when reloading an empty gun.
May 9 2016, 10:35 PM · Arma 3
Alwarren added a comment to T60786: Grenade launcher plays a silenced rifle's sound when a silencer is equiped on the rifle..

Duplicate of 1679 (http://feedback.arma3.com/view.php?id=1679)

May 9 2016, 9:58 PM · Arma 3
Alwarren added a comment to T59720: Shadows are not anti-aliased correctly..

This really needs to be fixed. With the sharpening filter, the effect gets even worse.
http://cloud-4.steampowered.com/ugc/540756983672114246/5507AD20656740295914E861AE1EAACE337548FD/

May 9 2016, 7:10 PM · Arma 3