Ah my bad, didn't notice that ;)
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May 10 2016
Okay, I tried to cause the launcher you provided to crash, but nothing. Seems to be fixed. Awesome ;)
Hmm, it also happened to me during mod initialisation, but I've tested it again and yes, the sorting crashes the launcher everytime.
Yeh, the thing that throw me off, was that the civilian version hat the light bars. I guess that's due to the fact that skin selection (doors etc.) is not yet implemented.
"Just use the formula"
Not that easy without further infos. What does Ps, G, Lamda, Sigma and Pe stands for.
class HideObject;
class NewHideObject: HideObject
{
control = "Checkbox"; expression = "if (!(is3den)) then {_this hideObject _value;};"; defaultValue = "false"; displayName = "Hide Model";
};
That works.
So you want team balancing? Why didn't you say that with one sentence?
Just noticed that too yesterday.
That was fixed today.
What's exactly the idea behind that? The Virtual Garage would serve any purpose in 3den. If you want to set custom textures or enable/disable doors etc. You can already do that in the object attributes.
Upvoted, please fix that.
is Vsync enabled? If not, enable it, or use a 3rd party programm to limit the fps (AMD Crimson, or MSI Afterburner with Riva Tuner)
Sounds like you have some corrupted files in your game folder, have you checked the integrity of your local files via steam?
Are you using the Arma 3 Lauchner? I just noticed that the startup parameter for a custom profile is activated for me ( I never activated it myself) Maybe that caused the issue.
The it is after today's update, looks fine to me. Thanks!
Only happens in Virtual Reality
Are you using any mods? There are some mods, causing the savegames to become broken.
Checked it out, seems fixed to me. The new stats are clear and make sense.
Done
I've added an example mod and mission.
To reproduce the issue.
Open the mission I provided and check out the sand bag tower. Now, go to groups -> compositions-> example Comp -> FOBs and place the composition. You'll see that the sand bags are all on the same level.
I've also added the source code. If you open the CfgGroups.hpp you can see that the Z value of the position is ignored. They are automatically put to 0 as it seems.
I hope that helps to reproduce the issue. (3den is required)
I have similar issues, we should probably wait for some response here. I don't know what I am doing wrong. If I edit the allowDamage attribute it returns the value alright, but as soon as I create a custom attribute and even inherit from allowDamage, the value won't be returned.
I am currently also working on a mod for 3den, is the Checkbox control correctly returning the _value variable for you?
Seems to be solved, couldn't reproduce it. Thanks!
Okay I did some further testing. The game still crashes if I start it without mods, however, only if I use testMission_2. If I create a completely new mission, it doesn't crash. Another thing I noticed is, that even though I disabled "Binarzie the Scenario File" in the 3den preferences, the mission.sqm is still binarized, so I can't really see what causes the issue, since I can't read the sqm, though I am pretty sure it was caused by @testMod since that is a test addon for 3den I was working on.
The only thing I can do is to provide another troubleshooting report together with testMission(working) and testMission_2(causing the crash)
Text is now available, but I have two suggestions/request:
Would it be possible to have the text above the marker. Right now the first letter of the text is hard to read, and it looks kinda out of place.
In adddition, any chance to have the same done for triggers? Currently one has to hover over every trigger to find the right one. I found that quite annoying especially if one has 20 triggers close to each other.
I am pretty sure it's not a big deal to implement for the splendid 3den Editors ;)
Upvoted, at least add an option in the preferences menu to enable it.
Okey, here are !some! of the positions. First entry in the array is the exact position, 2nd entry is the direction.
[[16872.6,12718.5,0.00140953],124.402]
[[16884.7,12732.8,0.00149918],48.7039]
[[16906.1,12748,0.00146294],357.292] when the gate is open
[[16898.8,12771,0.00151253],33.751]
[[16909.4,12777.3,0.00129509],51.1762]
[[16907.8,12804,0.0014534],163.955]when both gates are open
[[16908.4,12804.8,0.00152206],32.9398]
[[16880.6,12827,0.00148201],216.955]when both gates are open
[[16857.7,12817.4,0.00138474],357.96]
[[16686.1,12850.6,0.00152397],282.136]
[[16784.3,12676.2,0.00135803],209.548]
[[16780,12628.5,0.00172615],186.306]Turn left and right, and watch the car wreck
[[16778.9,12613.2,0.00157547],193.74]grass lod changes constantly
[[17998,12195,0.00127411],297.787]move back and forth and watch the grass, it changes the lod
That's all for now.
Damn, creating this ticket made me extremely sensetive to this issue. I see flickering objects everywhere now :D
When you check out those positions, you'll notice that most of them are located in and around Pyrgos. I notice this issue there most, however, I don't think it's limited to that town.
In addition, I find it strange that the LOD of objects changes when I turn my character, I always thought it's depending on the distance between player and object.
https://www.youtube.com/watch?v=NycW3074pw4
https://www.youtube.com/watch?v=5-gwdsyasq8
https://www.youtube.com/watch?v=ePerhIGzsns
https://www.youtube.com/watch?v=334LCtKjBuA
Here are some more recordings to emphasise how severe this issue is.
Uploaded two more pictures.
Any update on whether you were able to reproduce the issue, or is it caused by the AMD drivers ?
Yes, there is no difference between mods/noMods
I solved the problem. My first assumption was that BIS_fnc_endMission would automatically take care of doneKeys[] and activateKey, since I've never used that way before.
The solution was to define a key via doneKeys[] in the description.ext, and activate that key at the end of the mission with activateKey.
haha, I can't even imagine how much work all that is, but it's great to hear that it's on the list ;)
Would be a great addition to the current commands we have!
Don't delete those files, it will eventually corrupt the data needed by the launcher to properly detector mods. Once the issue appears you have to check the data integrity and redownload all mods. Trust me, I've been there.
I have had this issue already before the 28th Dec, when I submitted this ticket. Verifying Arma 3 files, or resubscribing etc. didn't help.
Just wanted to mention, that the author attribute is missing for every workshop mod at them moment. It seems the author name resolution is failing for everyone.
It should be no problem for the devs to fix it, instead setting the player captive, they should set all other units captive. Not sure how it will effect other scripts they use there though.
Very nice find, however, I don't think the mission builder should enable those features manually. In my opinion it would be better if the "createUnitIdle" would handle that aswell.
_unit createUnitIdle [_unitType, _Pos, [], 6, "FORM",_sleep];
_sleep would then be the time it takes for the AI to have all features fully enabled. This could be of course optional, for example if one enters -1 as sleep value then the automatic enabling would be deactivated.
@ticket author: Could you place correct he title of the ticket? tollbox -> toolbox
I've asked in the Feedback tracker administration to close the ticket
But you know that the GM6 and the M320 have their own bipods?
Thanks for the information oukej,
Suppressive Fire
http://feedback.arma3.com/view.php?id=3099 [^] (It "worked" but not the way one could expect - makes AI more prone to fire at a hidden target. Audible command is missing.)
Would it be possible to add a audible feedback in the future? Something like "Supress all targets" ?
In order to select team white however, one has to press:
Shift + F1 = Red
Shift + F2 = Green
Shift + F3 = Blue
Shift + F4 = Yellow
Shift + F5 = White
The information about this however is missing in Arma 3 :/
In fact, the information is not missing, it's in the controls menu and the Field Manual. I've just never seen it before.
One thing I'd also like to see in the future is a option to set up a perimeter defense (hope that's the right term). Something like this is actually realy easy to script.
Example:
http://pastebin.com/zMAAY2fc
And please, remove all orders (in action menu 6) for an AI grabbing any weapons, in any direction and any distance. It's just weird! You don't know where weapons are but you order an AI to take it and AI knows where it is! Not worthy for Arma3.
The weapon and items should be sorted by distance to the selected unit (units). Every weapon farther way then let's say 50 m should be removed from the menu.
- no mods
- happens every time
- Issue has been existing for serveral weeks (also on stable)
- Audio Settings:
Effects: 50%
Music: 50%
Radio: 100%
VON: 100%
Sound Sources: 128 -> lowering the value makes no difference, went through all of them
MIC: 100%
I've just downloaded 3.6 Gbyte, guess something was really awry. Issue is solved now. Thanks for your incredible support, especially at that time of day !!
Wilco
None of them apparently, files are still missing on my end.
Interesting, I've just deleted all files and redownloaded them. Same issue.
- addons
- keys
- meta.cpp
- logo.png
Rest is missing.
Cleared my cache ? Maybe by accident, but not intentionally.
http://steamcommunity.com/sharedfiles/filedetails/?id=570099121
Is there any way to turn on logs for the publisher?
Oh okay, I didn't know that, I was looking in appData....Publisher
I uploaded all the log files I have.
It not only annoys players, but it also makes wheeled armoured vehicles basically no threat. I can't even count how often I've disabled a Marid or Ifrit by just shooting it's tyres, to afterwards mow down the ejecting AIs.
Annoying problem: the player should not be pushed out of the damaged vehicle. The player should choose independently, when to leave the vehicle. This should work for all vehicles in the game.
Not only the player, even AI's default behaviour should be to stay inside the vehicle as long as it's armed and has ammo.
Well, it's possible if you define your own attribute. That init lines are not executed in 3den makes totally sense.
Would be very helpful if animations were shown in the editor. Right now it reminds me of the old 2d one, where you had to preview to see the exactly location of a unit....
Whether this feature is needed or not, should be a descision of the player. I've never used it.
I changed the ticket now in order to request a control entry to disable this feature.