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May 10 2016

SilentSpike added a comment to T78023: Civilian ejecting from a jet gives error "Bad vehicle type: ParachuteC".

Just tested and this still occurs in 1.24

May 10 2016, 8:40 AM · Arma 3
SilentSpike added a comment to T78021: You folks have taken away the reason we bought your game, no longer able to have our own game session's.

Way to be a child. Why did you even open this issue when you have an existing issue in which a dev has already given you a response?

http://feedback.arma3.com/view.php?id=18803

May 10 2016, 8:40 AM · Arma 3
SilentSpike added a comment to T77996: Give Zeus the abbility to edit units and objects placed in the editor..

Mission makers already have the tools to allow zeus to edit pre-placed objects so I don't really see what you're asking for here.

May 10 2016, 8:40 AM · Arma 3
SilentSpike added a comment to T77995: Zeus circle waypoint for units.

Use alt+right-click

May 10 2016, 8:40 AM · Arma 3
SilentSpike added a comment to T77884: Zeus side changing ability.

Duplicate of 0019390

May 10 2016, 8:37 AM · Arma 3
SilentSpike added a comment to T77849: MP bug - shooting through corners..

Yeah, voted up. Though not sure how easy this would be to fix really.

May 10 2016, 8:36 AM · Arma 3
SilentSpike added a comment to T77849: MP bug - shooting through corners..

I think this is just the bullet penetration system at work

May 10 2016, 8:36 AM · Arma 3
SilentSpike added a comment to T77748: Zeus cannot change unit sides.

Console availability can be set by mission maker. It shouldn't be available to all as that would break missions where zeus is not suppose to have total control

May 10 2016, 8:34 AM · Arma 3
SilentSpike added a comment to T77735: Expand the bodyDisposeManager system to work with ai units.

This can probably be closed as resolved

May 10 2016, 8:33 AM · Arma 3
SilentSpike added a comment to T77735: Expand the bodyDisposeManager system to work with ai units.

Would it be worth it though? As there's already the parameter to handle all editor-placed units. The only non-scripted thing not handled by that parameter (that I can think of) would be zeus.

(I mean non-scripted as in it can be set up purely through the editor)

May 10 2016, 8:33 AM · Arma 3
SilentSpike added a comment to T77735: Expand the bodyDisposeManager system to work with ai units.

Yeah, just other objects which can be destroyed in general. I think it would be nice if the system could handle them when added by the new commands, but personally see no reason for them to be supported by default.

Edit: These kind of things are what I mean https://community.bistudio.com/wiki/Arma_3_CfgVehicles_EMPTY

May 10 2016, 8:33 AM · Arma 3
SilentSpike added a comment to T77735: Expand the bodyDisposeManager system to work with ai units.

@KK, nothing specific in mind right now. It would just be handy in more dynamic cases where perhaps you want spawned objects to be cleaned up without hassle. It's certainly a more of an edge case usage, but it never hurts to have less limitation so long as it's not at the cost of something else.

That said, I'm extremely content with the current improvements and see no reason to add support for objects if the devs' time could be better spent! :)

May 10 2016, 8:33 AM · Arma 3
SilentSpike added a comment to T77735: Expand the bodyDisposeManager system to work with ai units.

That sounds perfect to me. Thanks for working on expanding this system, makes things a lot more convenient for mission creators.

If I were to use one of the new commands on a building I had placed down or some other destructible object that isn't a unit, how would the system handle that? Would the command simply be ignored or would it also clean those after death?

May 10 2016, 8:33 AM · Arma 3
SilentSpike added a comment to T77735: Expand the bodyDisposeManager system to work with ai units.

Awesome :)

Would also be useful to have the ability to set the system to include all units by default, but even if that's not possible/planned then the new commands sound great on their own!

May 10 2016, 8:33 AM · Arma 3
SilentSpike added a comment to T77735: Expand the bodyDisposeManager system to work with ai units.

Alternatively:

obj allowDisposal bool

May 10 2016, 8:33 AM · Arma 3
SilentSpike added a comment to T77735: Expand the bodyDisposeManager system to work with ai units.

Latest dev branch changelog includes:

"Added: UnitRemoveManager for SP and MP"

This sounds interesting.

May 10 2016, 8:33 AM · Arma 3
SilentSpike edited Steps To Reproduce on T77735: Expand the bodyDisposeManager system to work with ai units.
May 10 2016, 8:33 AM · Arma 3
SilentSpike added a comment to T77728: Waypoint completion radius does not work for AI units.

Thanks for the response! Will patiently wait and see what the outcome is. That combat behavior thing is useful to know, will keep that in mind.

Edit:
"Also note that the distance a WP completion is checked by the AI differs according to the type of vehicle used."

Would be interested to know if this applies to cargo units also. The reason I noticed this behavior was because I'm trying to get a waypoint to trigger for a group in a helicopter's cargo space in order to trigger a paradrop.

May 10 2016, 8:33 AM · Arma 3
SilentSpike edited Steps To Reproduce on T77728: Waypoint completion radius does not work for AI units.
May 10 2016, 8:33 AM · Arma 3
SilentSpike added a comment to T77692: Players gun shakes very fast when in combat pace and fatigued.

Noticed this weird jittering as well but was unsure what specifically was causing it, definitely visible in combat pace.

May 10 2016, 8:32 AM · Arma 3
SilentSpike added a comment to T77688: UAV does not have collision with units, but units do [VIDEO].

Confirming this. Noticed it the other day.

May 10 2016, 8:32 AM · Arma 3
SilentSpike added a comment to T77677: *Wreck related* BUG PACK [VIDEO/PICTURE].

On a somewhat related note, it'd be interesting to have a similar test for the dead body cleanup settings. I tried using them to reduce the time bodies stay around and they just seemed to stay regardless.

May 10 2016, 8:32 AM · Arma 3
SilentSpike added a comment to T77624: Player not provided with fins in the mission "Wet Work".

See my posts and attached image here:

http://feedback.arma3.com/view.php?id=19016

May 10 2016, 8:30 AM · Arma 3
SilentSpike added a comment to T77624: Player not provided with fins in the mission "Wet Work".

Player is meant to be given U_B_survival_uniform, which has fins on it. However, the image clearly shows there are no fins on whichever uniform I was given.

May 10 2016, 8:30 AM · Arma 3
SilentSpike added a comment to T77569: Missing of scripting command : damageAllowed object.

Couldn't you use the setVariable command when changing the damage allowance in the provided example?

May 10 2016, 8:29 AM · Arma 3
SilentSpike edited Steps To Reproduce on T77532: These steps lead into a wall.
May 10 2016, 8:28 AM · Arma 3
SilentSpike added a comment to T77508: Zeus body clean up module?.

The time bodies will remain can be defined in description.ext of your mission, but I could see such a module being handy

May 10 2016, 8:28 AM · Arma 3
SilentSpike added a comment to T77506: Sitting animations.

This ticket is extremely vague. Do you have a picture or something?

There are currently 2 possible sitting animations I can think of. One can be toggled by pressing # and the other can be reached via ctrl+s

May 10 2016, 8:28 AM · Arma 3
SilentSpike added a comment to T77491: Helicopter AI leave path to do something stupid when under fire.

Setting it to careless doesn't resolve this?

May 10 2016, 8:27 AM · Arma 3
SilentSpike added a comment to T77464: Friendly vehicles turn red on radar after friendly fire.

Can't say I've experienced what you mentioned. The behavior you describe definitely shouldn't happen because the renegade unit should become part of sideEnemy:

https://community.bistudio.com/wiki/sideEnemy

May 10 2016, 8:27 AM · Arma 3
SilentSpike added a comment to T77464: Friendly vehicles turn red on radar after friendly fire.

Yeah, you'll become a renegade if you kill friendlies. It's not an issue at all as you shouldn't be killing friendly units.

May 10 2016, 8:27 AM · Arma 3
SilentSpike added a comment to T77458: unassignCurator does not work.

I wonder if it might be a multiplayer related issue as I can also get the original snippet working in the SP editor. Whereas I was testing in a MP environment before. Will try and get a consistent repro up.

May 10 2016, 8:27 AM · Arma 3
SilentSpike added a comment to T77458: unassignCurator does not work.

Figured it out, simply a case of the command being called at mission start causing it to have no effect because the curator objects presumably aren't yet assigned.

Tested using this in init of appropriate unit:

systemChat format ["AssignedCurator is %1",getAssignedCuratorLogic this];

Returns:

"AssignedCurator is <NULL-object>"

Issue can be closed unless this is unexpected behavior.

May 10 2016, 8:27 AM · Arma 3
SilentSpike edited Steps To Reproduce on T77458: unassignCurator does not work.
May 10 2016, 8:27 AM · Arma 3
SilentSpike added a comment to T77458: unassignCurator does not work.

To whoever voted against the issue:

Could you explain why? Are you able to get this command working?

May 10 2016, 8:27 AM · Arma 3
SilentSpike added a comment to T77458: unassignCurator does not work.

Seems the problem might be a bit more specific, this works:

this addAction ["Unassign Curator Module",{unassignCurator (getAssignedCuratorLogic (_this select 0))}];

May 10 2016, 8:27 AM · Arma 3
SilentSpike added a comment to T77389: Add the possibility to prevent those "purchase DLC" hints from popping up - Immersion.

You're kidding me, right? Is this really an issue to ask for free DLC?

The whole point of the messages is to allow you to access the DLC for free with a drawback, so as to not divide the player base.

How did you buy ARMA if you are unable to buy the DLC? If you can't add funds to steam, buy it through the BI Store.

May 10 2016, 8:25 AM · Arma 3
SilentSpike added a comment to T77383: Auto weather simulation overrides script commands during mission.

Ah, great point. Voted up!

May 10 2016, 8:25 AM · Arma 3
SilentSpike added a comment to T77383: Auto weather simulation overrides script commands during mission.

Isn't that kind of the point of auto weather simulation though?

If you were scripting the simulation instead then surely you'd simply turn off the auto simulation.

May 10 2016, 8:25 AM · Arma 3
SilentSpike added a comment to T77374: Wet Work bug-drowning at beginning.

Strange actually. Now that I look at it the same uniform is being given to other AI units in your squad and they have flippers. However, the player character doesn't get the flippers even though they're wearing the same uniform.

Seems like something is acting up behind the scenes. Could explain your missing rebreather.

May 10 2016, 8:25 AM · Arma 3
SilentSpike added a comment to T77374: Wet Work bug-drowning at beginning.

This is from the wet work description.ext:

add[] =
{
{"uniform", "U_B_survival_uniform"},
{"vest", "V_RebreatherB"},
{"goggles", "G_Diving"},
{"backpack", "B_AssaultPack_blk"},
{"magazine", "SmokeShell", 1}
};

I haven't had a problem with a missing rebreather but it seems strange not to give you a diving uniform. It means the player is unable to keep up with the AI units who can swim faster because of their uniforms.

Should a new ticket be opened for the uniform or is it closely related enough to just report it here?

May 10 2016, 8:25 AM · Arma 3
SilentSpike added a comment to T77371: Moving waypoints gives "Editing entities is not available" message.

I thought that got fixed a while back? I definitely haven't experienced that problem in months

Edit: It's also not directly related to this really. That sounds as if the module isn't doing what it's supposed to, this is simply a failure to account for waypoints in the scripting.

May 10 2016, 8:25 AM · Arma 3
SilentSpike added a comment to T77371: Moving waypoints gives "Editing entities is not available" message.

Still an issue in the latest dev branch

May 10 2016, 8:25 AM · Arma 3
SilentSpike added a comment to T77371: Moving waypoints gives "Editing entities is not available" message.

Attached image shows the issue in action. You can't see my cursor but the waypoint is near the bottom of the image

May 10 2016, 8:25 AM · Arma 3
SilentSpike edited Steps To Reproduce on T77371: Moving waypoints gives "Editing entities is not available" message.
May 10 2016, 8:25 AM · Arma 3
SilentSpike added a comment to T77339: Independent uniforms can't be added on Dev build.

What backwards compatibility is being broken? Nothing has changed, a new command has been added to offer more functionality.

May 10 2016, 8:24 AM · Arma 3
SilentSpike added a comment to T77315: paratroopers explode when landing on buildings.

Added a repro mission. Could not reproduce.

May 10 2016, 8:24 AM · Arma 3
SilentSpike added a comment to T77315: paratroopers explode when landing on buildings.

Wait, really? That's hilarious! I have to test this out now.

May 10 2016, 8:24 AM · Arma 3
SilentSpike added a comment to T77227: [Bug] Communications menu broken when remotely controlling unit.

This isn't a bug.

edit: I should clarify, this is the current state of zeus and it is already known. This feature is already a priority last I heard. Here's a link:

http://www.reddit.com/r/arma/comments/1yjqjy/you_can_now_control_ai_units_with_zeus/cflqi59?context=3

There's probably a more official one somewhere.

May 10 2016, 8:22 AM · Arma 3
SilentSpike added a comment to T77227: [Bug] Communications menu broken when remotely controlling unit.

Related/duplicate: http://feedback.arma3.com/view.php?id=17686

May 10 2016, 8:22 AM · Arma 3
SilentSpike added a comment to T77224: Grenade launcher sight zeroing wrong for rifles other than MX..

It's not a major issue. Major issues are crashes and game breaking bugs. It's a significant issue, but the sad fact is game development takes time. I trust BI will fix this in time.

May 10 2016, 8:22 AM · Arma 3
SilentSpike added a comment to T77224: Grenade launcher sight zeroing wrong for rifles other than MX..

I won't argue with you, but look at it from a developer standpoint. It's not game breaking, just a bug in a feature. However I agree with you that it is a large issue from a player's perspective. Just trying to raise awareness to the fact that issue priority is very different for developers than it is for us.

May 10 2016, 8:22 AM · Arma 3
SilentSpike added a comment to T77195: Underwater smoke always turns white.

I've uploaded a mission to repro what I think he means, you'll see it best in 3rd person. However, I don't believe it's a bug.

The smoke is grey on the surface if the grenade is underwater, this is seen more clearly if you swim down and watch the smoke produced at the top of the bubble stream.

May 10 2016, 8:21 AM · Arma 3
SilentSpike edited Steps To Reproduce on T77152: Ability to disable zeus' container editing.
May 10 2016, 8:19 AM · Arma 3
SilentSpike edited Steps To Reproduce on T77150: Cannot see full unit names in creation list.
May 10 2016, 8:19 AM · Arma 3
SilentSpike added a comment to T77150: Cannot see full unit names in creation list.

Resolved in latest dev branch

May 10 2016, 8:19 AM · Arma 3
SilentSpike added a comment to T76878: [RESOLVED] Zeus - "Set Editing Costs" Module - Delete - Not Working.

Working for me in 1.20

May 10 2016, 8:12 AM · Arma 3
SilentSpike added a comment to T76853: Diving controls don't work when remote controlling diver or SDV in ZEUS.

Experienced the same issue here

May 10 2016, 8:11 AM · Arma 3
SilentSpike added a comment to T76757: Identity of player-controlled body changes after player respawns.

Wouldn't it make more sense to switch the unit which is respawned and leave the dead body as is? (Perhaps I've misunderstood the current system)

May 10 2016, 8:08 AM · Arma 3
SilentSpike added a comment to T76756: Flares are useless (launcher).

Yup, can confirm that flares still don't illuminate anything unless they're fired directly at the ground.

May 10 2016, 8:08 AM · Arma 3
SilentSpike added a comment to T76756: Flares are useless (launcher).

Trick isn't possible for something like the zeus flare modules though. Which is the problem I'm running into.

May 10 2016, 8:08 AM · Arma 3
SilentSpike added a comment to T76756: Flares are useless (launcher).

Agreed, I remember encountering red flares in the night showcase and they were lighting up the whole area with red and it was great.

Now I literally cannot tell if a flare is nearby until it goes out, because the lighting is so weak that it's unnoticeable until there's a sudden change.

May 10 2016, 8:08 AM · Arma 3
SilentSpike added a comment to T76466: Unable to disable mine markers.

Good suggestion, currently the group I play with rely on a curator extension addon I made to allow us to easily enable/disable this feature (as well as a few others like the eagle, the wind noise and the notifications that pop up when someone becomes zeus). Having it as part of the curator by default would be convenient.

May 10 2016, 8:01 AM · Arma 3
SilentSpike added a comment to T76333: Landing with a parachute, Soldier don't know what to do.

Um, I hate to break it to you, but there is wind in ARMA 3.

May 10 2016, 7:57 AM · Arma 3
SilentSpike added a comment to T76140: The Fast-Forward-Button in Planes, is not working!.

Huh? Shift is most definitely the default thrust key. Q and E both control the rudder by default.

May 10 2016, 7:52 AM · Arma 3
SilentSpike added a comment to T75891: Player body disappears (sinks into the ground) when player leaves to the lobby with disabledAI = 1; even when they are dead..

You guys might want to check this out:

http://feedback.arma3.com/view.php?id=19377

May 10 2016, 7:47 AM · Arma 3
SilentSpike added a comment to T75890: Custom radio channel do not work properly in vehicles.

Well...I expected a rational response, but okay then. I'm not here to argue, I've already voted the issue up and made it clear that I understand the frustration. Just trying to promote actual constructive discussion instead of blatantly over-dramatic reactions.

If you want to continue wasting energy then fine by me.

May 10 2016, 7:47 AM · Arma 3
SilentSpike added a comment to T75890: Custom radio channel do not work properly in vehicles.

I understand the frustration, but yes, overreacting is never the answer. At the end of the day it is a game and it's not worth getting upset over.

If you are a game developer yourself (as you claim) then I'd expect you to understand the developers point of view in this whole process. You're jumping to multiple conclusions that you have no evidence to support and it's not helping anyone. (In fact, the evidence is against you on the Zeus DLC taking up development time. That's being managed by a very small portion of the team that you can count on one hand).

Also, look up psychological projection because you've just exhibited a classic case of it.

May 10 2016, 7:47 AM · Arma 3
SilentSpike added a comment to T75890: Custom radio channel do not work properly in vehicles.
  1. Calm down, nobody will take you serious if you overreact to everything.
  2. It could very well be the array that goes off by one, but you don't know that so stop assuming this is a simple fix. Games are made up of many components and it could easily be the case that there's more to account for here.
  3. Yes, core functionality like this should be fixed but it seems like you guys have no idea how the process of game development goes.
  4. Lux0r, get your information correct before making a fool of yourself talking about it. Go read up on the DLC.
  5. This bug is in no way similar to a visual bug like that. Do you really believe those bugs are taking attention away from this?
May 10 2016, 7:47 AM · Arma 3
SilentSpike added a comment to T75890: Custom radio channel do not work properly in vehicles.

If you want to be constructive in regards to this issue then go and bring it up somewhere where it is more likely to be seen by a developer to refresh their memory on it. Just because it's assigned doesn't mean it's being actively checked and the issue tracker is full of issues which means it's easy for each individual one to be overlooked in the sea of the rest.

May 10 2016, 7:47 AM · Arma 3
SilentSpike added a comment to T75758: [Multiplayer] Attachments on weapons disappear when moving the weapon into any container.

I can't reproduce this on stable with no mods.

May 10 2016, 7:44 AM · Arma 3
SilentSpike added a comment to T75593: Removing all magazines of one type and re-adding the same magazine will generate one too many.

So this is what had me very confused the other day. Yeah, can also confirm it still happens.

May 10 2016, 7:40 AM · Arma 3
SilentSpike added a comment to T75084: AI refuses to fire (doArtilleryFire) if player is also in the vehicle.

I've had very strange experiences with this command in general, in one of my missions it works perfectly almost every time and in another they always move their gun and move it back without firing. However I'm not too sure what to report as I can't get consistent results.

Voted up as I can actually reproduce this consistently.

May 10 2016, 7:27 AM · Arma 3
SilentSpike added a comment to T74724: "StepOver" animation causes many problems! [3 VIDEOS].

"It's also the only way to scale over small obstacles. You're better served with a improved anti-clipping system to stop the glitching."

May 10 2016, 7:18 AM · Arma 3
SilentSpike added a comment to T73608: Add scripting command to disable individual stances (up, middle, down).

What about all the stances in between though?

May 10 2016, 6:46 AM · Arma 3
SilentSpike added a comment to T72982: Create mission, place enemy AI on map with rocks present--enemy spawns INSIDE or UNDER rocks.

This can also happen using the findEmptyPosition command to place units, as well as when placing units with zeus.

May 10 2016, 6:26 AM · Arma 3
SilentSpike added a comment to T72784: Sometimes textures on buildings appear black.

Have experienced this issue, attached two more images.

May 10 2016, 6:21 AM · Arma 3
SilentSpike added a comment to T69602: MP params (paramsArray) rounding values - no more decimals allowed.

As far as I know ARMA has always only allowed int values as parameter values.

May 10 2016, 4:41 AM · Arma 3
SilentSpike edited Steps To Reproduce on T67278: Container Sticking through wall.
May 10 2016, 3:13 AM · Arma 3
SilentSpike edited Steps To Reproduce on T66859: Stuck on collapsed transmitter tower rubble.
May 10 2016, 2:58 AM · Arma 3
SilentSpike added a comment to T66319: findEmptyPosition does not necessarily return an empty position.

I ran into this too, rocks seem to be the main problem for me. As long as they're big enough for the unit to fit inside without touching the actual mesh then the command thinks it's empty.

May 10 2016, 2:36 AM · Arma 3
SilentSpike added a comment to T62778: Environment sounds are muted when inside an open vehicle.

This issue also means there's no environmental when in a steerable parachute.

Duplicate issue: 11446

May 10 2016, 12:15 AM · Arma 3