This is nothing to do with multiplayer, it's a legit bug, 1 player placed in editor hit preview, 1 FPS
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May 10 2016
Same issue
15% GPU utilisation, 1-5 FPS Texture LOD issues
Win 7 32bit SSD
Core2 Quad Q9400
4GB RAM
GeForce GTX Titan
Ok thanks Phalanx. The code worked in previous builds so hopefully its a bug that has been introduced recently
I'm not sure I understand you Phalanx.
Civilian unit when grouped to west will NOT be attacked by east, which is the opposite of what you have described.
Coder error please close
May 9 2016
Heres a test script I put together for this issue. I believe it effects any setBehaviour type and not just SAFE. This bug means AI exiting a vehicle never reach unitReady true. Removing the setBehaviour line below fixes the issue
- spawn
{
private ["_group", "_leader1", "_unit", "_vehicle", "_continue", "_boarded", "_disembarked"];
_group = createGroup east;
_leader1 = _group createUnit ["O_Soldier_TL_F", getPos player, [], 0 , "NONE"];
for "_i" from 0 to (3) do
{
_unit = _group createUnit ["O_Soldier_F", getPos player, [], 0 , "NONE"];
};
_group setBehaviour "SAFE";
_vehicle = createVehicle ["O_Ifrit_F", getPos player, [], 0, "NONE"];
_group addVehicle _vehicle;
units _group orderGetIn true;
_continue = false;
while { !_continue } do
{
_boarded = true; { if!(_x in _vehicle) then { _boarded = false; }; } forEach units _group; if(_boarded) then { _continue = true };
};
diag_log "ALL BOARDED";
sleep 2;
_group leaveVehicle _vehicle;
_continue = false;
while { !_continue } do
{
_disembarked = true; { if(_x in _vehicle) then { _disembarked = false; }; } forEach units _group; if(_disembarked) then { _continue = true };
};
diag_log "ALL DISEMBARKED";
{
diag_log format["%1 IS READY: %2", _x, unitReady _x];
} forEach units _group;
};